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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 .
.............................................. 44 Spells ....... 52 Soldiers ................................................................................................................. 1 Crafting Rules ........Contents Introduction .......... 15 Horses .................................................................. 30 Illuminatiorium . 19 Buildings ............................................................................... 59 Cloth.......................................................................................................................... 29 Camping Gear......................................... 55 Shops............... 37 Custom Items................................................................................................................................................................ 19 Mason’s Guild ................................ 41 Ceremonies ......... 32 Hardware Store ....................................... 32 Locksmith........................... 25 Shipyard..................................................... 34 Pottery Kiln ........................ 15 Exotic mounts ........ 44 Items........................................................................................................................ 10 Armorer’s Shop................................. 59 Gems .......................... 40 Drinks ....................................................................................................................... 49 Wages ..... 31 Scriptorium ...... 56 Mines.................................................................................................................................................................................................................................... 11 Armor ............................................................................................................................. 55 Farms ............................................................................................................................................................... 38 Trimmings.............. 36 Luxuries................................................................................... 52 Craftsmen ...................................................... 17 Tack and Services ..................................... 44 Alchemy ................................. 5 Wild Weapons .................................................................................................................... 37 Common items .......................................................... 22 Land ................................................................................................................................................................. 16 Flying mounts.............................................................................................................................................................................................................................. 19 Roads ...................................................... 38 Materials.......... 41 Spell-casting ................................. 33 Furniture Mart .................... 2 Weapon-smithy ................................. 56 Merchants................................................................................................................. 29 Luggage ............................................................ 59 Precious materials .............................................. 3 Primitive Weapons.......................................................... 18 Mason’s Guild ................... 22 Siege Engines.............. 59 Stones ......................... 9 Armorer’s Shop.. 29 Class Kits ..................................... 12 Shields............ 55 Hotels.................................................. 39 Inns and Dens........................................................................................ 40 Meals........ 40 Temples............................................................................................................... 59 Patric Mitchell (order #2310125) 1 . 41 Magic Shop................................. 15 Draft and Riding animals.............. 47 Lifestyles.................... 12 Stables ........................... 40 Entertainment .................................................................................................................. 36 Tailor’s Shop ........................... 7 Civilized Weapons ...................................................................................................... 23 Cartwright’s Yard ................... 56 Bulk Goods............................... 58 Livestock ............... 26 General Store ..................................... 35 Music Shop......................... 58 Food ........................................................................................ 54 Businesses........................ 40 Lodgings....... 39 Sewing Shop ........................... 46 Poisons .................................................................... 58 Metals......................................................................................................................................................................................................................................................................................
Patric Mitchell (order #2310125) 1 .
change the name. They may be different in construction. but they will serve the same purposes. In general assume that a higher-level technology can and will produce any item from a lower level. feel free to declare any item unavailable at any price.worldofprime. Tutankhamun’s Egypt Imperial Rome. Items that require a certain level of technology will be noted.Introduction A society is measured. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). and fudge the price a bit. When customizing these lists of goods for your adventures. China’s Warring States. What you can and can’t buy says more than a dozen dusty tomes on culture. Saladin’s Arabia Medieval technology stops before the Renaissance. whichever is greater -1 to Armor check Penalty. Athenian Greece. These items are made using the secret techniques (or magical abilities) of the craftsman. for cultural or legal reasons. Iroquois. double or half the weight and cost. Technology Primitive Wild Civilized Examples Israelites. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. This chiefly means weapons and armor. Mayans Vikings. Size Small Medium Large Huge Weight x½ x1 x2 x4 Cost x½ x1 x2 x4 Masterwork Quality Superior quality (Masterwork) requires a Craft Grade of Master to produce. technology basically means “metal-working.com Patric Mitchell (order #2310125) 1 .” Primitive societies have no metal production. by its marketplaces. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. Armor Weapon Other +150 gp +300 gp +50 gp or x5. in part. Wild societies can produce iron and steel in limited quantities. Charlemagne’s France. Civilized societies produce so much metal that it is common and thus used for everything. Aztecs. If you need something not on the list. just pick the closest item. This is a labor intensive process. which are presented in separate sections for each technology. at best they use bits scavenged from meteorites or lucky finds. using wood or bone instead of metal. To move up or down the scale. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. Most goods can be purchased regardless of technology. thus accounting for long production times and hence high costs of these items. politics and sociology. after clockwork but before gunpowder. Technology For our purposes.
worldofprime. Rome was not built in a day. so the final price won’t change but the item will get done quicker. At least. Siege Engineers follow special rules (see Siege Weapons). nor were its legions armed in an afternoon. if each gang was composed of a Master mason and 30 Journeymen workers. If multiple workers cooperate on a single object. add their labor together. Ordinary items such as Martial weapons can be made by Journeymen. Assume a work-group is possible for every 10. A masterwork longsword costs 315 gold. and use that to calculate the time and effort. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. not until Wizards with Fabricate spells are available. but once you watch pig iron being hammered into a steel katana by hand. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process.com Patric Mitchell (order #2310125) 1 . Large objects (like castles) can have multiple groups working on them. such as fluxes. For precious metals or other unusual raw materials. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. so it requires 410 days for a Master smith to create it. washes. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. its labor component is 10 gold. Although the assistants cost less. Masterwork items are as much art as they are science. This may seem like a long time. So building a castle could have 25 work-gangs. Time is a precious resource that even the rich cannot buy. The final produce will have the same quality as the overseer’s skill. use the formulas below.Crafting Rules To estimate how long it will take to manufacture an item. they also produce less. These numbers are designed to produce reasonable approximations of the wages for craftsmen.000 days to build the castle.000 gp value of the object. divide the labor cost of the item by the daily wage of the laborer. temporary supports or molds. Note that not all laborers can produce all products. Masterwork quality items require Master level craftsmen. you should modify this appropriately. Time Days = Labor / Daily Wage To find out how long it takes to make something. and 3 at Master). Construction crafts (Masons and Architects) can oversee 10 times as many workers. In general try to imagine how much the item would cost if made of dross. Thus. A longsword costs 15 gold. then it would take the 775 man workforce over 1. acids. Only the simplest items can be made by Apprentices. Complex or unusual products such as Exotic weapons require Experts. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. 2 at Expert. So it takes him 20 days to make the weapon. you’ll realize it’s not unreasonable at all. and wear and tear on tools. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. a Master smith earns 5 silver a day.
Stabilizing: The type of damage also affects a victim’s chance to stabilize.5 STR as bonus damage. Bludgeoning weapons are much less likely to cause bleeding. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). Gains no damage bonus from two-handed use. for a Medium sized wielder. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. poison. Close (-): Most melee weapons are Close range (shown as a -). However. and allow a 25% chance to stabilize every round. Bludgeoning weapons can be used to smash stone walls. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. which tend to cause deep internal injuries.com Patric Mitchell (order #2310125) 1 . only allow a 5% chance per round. the weapon-smith is always a prestigious figure. they only receive x1 STR bonus. Requires two hands to use. Each range increment beyond the first imposes a -2 to hit. However.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. Whether it’s a wise old shaman carefully selecting stones. Piercing weapons. Melee weapons use STR as a modifier to hit and for bonus damage. Slashing weapons grant a +2 circumstance bonus to any save vs. Bludgeoning weapons cannot be poisoned (except with Contact poisons). Damage The base amount of damage the weapon does. Slashing. Piercing weapons mostly make small holes in things. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. apply x1. If used two-handed. 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). or a clever craftsman applying the secrets of metal-craft to make steel. Range The range increment for a weapon. Composite bows can be built that require extra STR to use. usually for a missile weapon. not x1. even though they require two hands to use. Can be used normally in one hand. or Piercing. meaning they can be thrown. a powerfully built smith hammering deadly form out of a lump iron. The best defense is a good offense. Some melee weapons have a range increment. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. they suffer a -4 to attack foes that are close to them.5 STR bonus to damage.worldofprime. grants x1.5. Slashing weapons provide the normal 10% per round chance to stabilize. although some melee weapons are also designed to be thrown. Poisoning: Piercing weapons are best for delivering poisons. thus allowing a STR Bonus to damage. Slashing weapons can be used to cut ropes. due to their shallower application. one step for each size change: Smaller 1d2 1d3 1d4 1d6 1d8 or 2d4 1d10 1d12 or 2d6 3d6 4d6 Larger 6d6 8d6 Type The type of damage: Bludgeoning. after all. Weapons made for different size characters move up or down this scale.
At 10 ft or 5 ft they have a -4 to attack. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. applies a -4 to hit penalty when used in melee combat. Virtually everyone is familiar with Simple weapons. Cold Iron weapons cost twice as much as ordinary metal weapons. The cost is 25 gp per pound. where three rows of soldiers can attack. a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. They have hardness of 20 and 33% more hit points. With the Phalanx feat.formations. Double Reach (RR): Double reach weapons are the same as reach weapons. Owning one is often a sign of status as much as it is a combat strategy. Notes @ E AC T D S -4 See description for details. and in a Phalanx formation. except their optimal attack range is 15 ft instead of 10 ft. cost 500 gp per lb. Exotic Proficiency allows this weapon to be used with one hand instead of two. Exotic weapons require a specific feat to use. With the Reach feat. Special Qualities Masterwork weapons are made by master smiths with secret techniques. Any kind of weapon can be made from adamantium except flexible weapons (bows. superior materials. where careful training allows the second row of warriors to attack over the shoulders of the first row. Against melee attacks. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon. nets. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. slings. This polearm can be Set with a ready action. lassos and whips). and have all the benefits of Masterwork quality. The cost is 500 gp per lb.com Patric Mitchell (order #2310125) 1 . and plenty of old-fashioned hard work. but Bludgeoning weapons do not. They weigh half as much as normal. Only intended to be thrown. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). Slashing and Piercing weapons suffer a -1 to damage rolls. and bypass any DR that is bypassed with silver.worldofprime. These weapons are normally only used in Phalanx formation. Against charging foes it does double damage. simple magic. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. the penalty for using a reach weapon at close range is only -2. but bypass the DR of some kinds of creatures (such as Demons and Fey). Proficiency The skill required to use the weapon. 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. only trained characters are familiar with Martial weapons.
Javelin May be tipped with lead. although you could beat someone with a rock if you really felt like it. they are simple enough that almost anyone can employ them effectively. or iron. Rock. Pierce Bludg. Bludg. or scalping fallen foes. Tomahawk A small hatchet. @ Fist A standard medium-sized person does this much damage when punching someone.worldofprime. bronze. 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. copper.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. Boulder These are normally thrown. Bludg. Bludg. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www. obsidian. If you have to use one as a melee weapon. Maul The humble wooden stick. Also. Bludg. iron. Knife More of a tool than a fighting weapon.com Patric Mitchell (order #2310125) 1 . Intended to be thrown as an opening shock just before melee combat. Suitable for throwing. they are cheap. made of iron. Slash Bludg. May be made of flint. or stone. Baton. and all of them can be made without metal. chopping wood. However. Melee Fist Rock Boulder Baton Knife Tomahawk Javelin Stone Mace Club Spear Maul Macuahuitl Grain Flail Cost 0 0 0 1 gp 2 gp 1 gp 3 gp 0 3 gp 3 gp 15 gp 1 gp Weight 1 lb 10 lb 1 lb 1 lb 2 lb 2 lb 6 lb 3 lb 3 lb 20 lb 15 lb 3 lb Hands ½ ½ 2 ½ ½ ½ ½ 1 1 1 2 2 ½ Damage 1d2 1d2 1d4 1d3 1d3 1d4 1d4 1d6 1d4 1d6 1d8 1d8 1d6 Critical x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 Type Bludg. Club. 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). Note that the Boulder receives x1. or steel. it imposes a -4 to hit due to its poor design for that purpose. @ 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. but also suitable for delivering poison. Its only attraction is its low. of varying sizes.5 STR bonus damage. Slash Slash Pierce Bludg. bronze. stone. low cost.
A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. Adds +1 damage and +10 ft to the range increment. it takes two rounds to fold the net and make it ready to throw again. Although it is thrown. Simple to make. In a pinch. Although this weapon does little damage. The DCs increase to Concentration 20. The net can also be destroyed with 10 points of slashing damage. Grain Flail Also called the nunchaka.worldofprime. With an Exotic Weapon Proficiency feat it can be used in one hand. Used two-handed. but the heavier. However. Atlatl Used to throw a spear. a DC 20 Escape Artist check can escape the net. After it is thrown. Crude but effective. Spellcasting requires a DC 15 Concentration check. javelin. Blowgun A hollow tube that shoots darts. you can throw it. When you throw a net. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. a DC 25 Strength check can burst it. Dart A bit of feathered wood tipped with stone or metal. Commonly used in each hand as a two- weapon fighting style. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. For a full round action. it only has Close range but you can use a shield in the other hand. hard to learn. but provides a very powerful attack. it does allow ranged trip attacks. Net A net is used to entangle enemies. Bolas Three or four weights joined by cords. although such a primitive weapon should do only 1d4 damage. and cannot charge or run. it can inflict surprising amounts of damage in the right hands. Thus. can move at only half speed. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. it can’t be used by Undead or constructs. Sling A simple leather cord that launches rocks or stones.com Patric Mitchell (order #2310125) 1 . it is so light it does not receive a STR bonus to damage. This weapon could also represent a firehardened spear. Used one-handed. powered by the user’s breath. this is the weapon favored by stylish cave-men. Is primary purpose is to kill small game or deliver poison. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. Stones are free: lead bullets grant a +1 to damage.Stone Mace A rock on the end of a stick. this is two lengths of wood joined by a piece of rope. but cost 1 cp each. make a ranged touch attack. the sling is not particularly easy to use. Escape Artist 25 and Strength 30. bound with leather thongs. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. Although it is fragile. expensive and difficult to maintain. or dart.
wizards and pacifists. Scimitar A wickedly curved sword. Quarterstaff A favorite weapon of priests. this long. the scimitar is hard to use correctly. but stone. 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. silver.Wild Weapons These weapons require less metal and less metal-working skill to produce. E @ S S T. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. Anyone with a STR less than 12 should not even try to wield this weapon. 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. @ 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. iron and steel are most common.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . the length and versatility of this weapon grants a +1 to AC when used in melee combat. cold iron. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. @ Dagger A favorite of back-stabbers and poisoners. mithril. D. However. but can occasionally dish out tremendous damage. Greataxe The massive double-bladed axe of legend. or adamantium are all equally suitable. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. Silver maces are particularly popular in areas infested with Undead or lycanthropes. Anyone that knows how to use a knife can use a shortsword. copper.worldofprime. 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. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. Light Mace A heavy weight on the end of a wooden handle. Bludg. Bronze. they are not necessarily less effective. The most interesting aspect of the light mace is that it can be made out of almost any kind of material.
although the Macedonians called it a sarissa. Although the lance is listed as requiring two hands (and receives x1. Longbow The ancient recurve bow and the more modern longbow. Glaive A shortsword on the end of long stick. The rope can be escaped the same way a net can.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. Shortbow. it can be Set against a charge. Improved Composite Shortbow Damage Cost Weight Min STR 1d6+1 75 gp 4 lb 12 1d6+2 150 gp 5 lb 14 1d6+3 225 gp 6 lb 16 1d6+4 300 gp 7 lb 18 Improved Composite Longbow Damage Cost Weight Min STR 1d8+1 100 gp 5 lb 12 1d8+2 200 gp 6 lb 14 1d8+3 300 gp 7 lb 16 1d8+4 400 gp 8 lb 18 Lasso Make a ranged touch attack to lasso a target. it cannot be used against targets that are closer.worldofprime. The lance has double-reach. but do not threaten those areas. Composite Longbow Made of bone and sinew to improve its strength. 10. Lance Lances are only intended to be used from the back of a mount. Composite Shortbow.5 STR bonus to damage). let go of the rope. If the mount is charging. These weapons are cheap enough to equip whole armies with. you can either pay out more rope (up to the maximum of 30 ft). just like throwing any other unsuitable weapon). With an opposed Strength check you can block the target’s movement away from you. With an Exotic Proficiency feat. the lance inflicts double damage. However. Pike Both the Swiss and the Macedonians used this weapon to deadly effect. Often the blade is curved for better cutting power. The weapon has double reach. Typically matched with a large shield and used in Phalanx formation. meaning it strikes 15 ft away. At closer range it imposes a -4 to hit (the Reach feat can remove this). meaning it strikes 15 ft away. Under any other condition they impose a -4 to hit. It can be Set against charging foes. you can use a shield in the other hand with no penalty. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). Whip Whips are difficult to use. or follow them. allowing three ranks of men to attack at once. Unlike other reach weapons. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. or 15 ft. If you fail the check. They can be used at both ranges with no minus. Like other polearms. it is not intended to be thrown (apply a -4 penalty. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. Normally it is used in Phalanx format.com Patric Mitchell (order #2310125) 1 . but allow both Trip and Disarm attacks at 5. and can be Set against charging foes. The glaive is a Reach weapon.
com Patric Mitchell (order #2310125) 1 . the longsword is both effective and stylish. Greatsword A massive sword used in both hands. It costs 10. one of Cold Iron. these weapons can be expensive. Longsword The staple of heroic weaponry. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. this weapon has several heavy flanges of iron or steel at the end of a short metal handle. and gains a +1 to hit whenever it is used against a target wearing metal armor. Melee Flanged Mace Warhammer Morningstar Longsword Rapier Bastard sword Dire Flail Greatsword Halberd Sai (Fork) Cost 12 gp 12 gp 8 gp 15 gp 20 gp 35 gp 15 gp 50 gp 10 gp 5 gp Weight 8 lb 8 lb 6 lb 4 lb 2 lb 10 lb 15 lb 15 lb 15 lb 1 lb Hands 1 1 1 1 1 2 2 2 2 ½ Damage 1d8 1d8 1d8 1d8 1d6 1d10 1d10 2d6 1d10 1d4 Critical x2 x2 x2 19-20/x2 18-20/x3 19-20/x2 x2 19-20/x2 x3 19-20/x2 Type Bludg.Civilized Weapons Like much else of the civilized world. 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. Warhammer A heavy hammer with a spike on the back. steel ball on an iron chain. Bludg. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. one of Alchemical Silver and one of Adamantium. Slash Pierce Slash Bludg. Slash Any Bludg. D S. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. Properly employed. Dire Flail One to three spiked balls attached by chains to a metal haft. intended to kill horses or break open shield walls. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. Bludg. Making this weapon requires even more technical skill than making longswords. overly complex and difficult to use. T D. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed.000 gp. Rapier A very thin blade primarily used for stabbing. This weapon is specially designed to defeat heavily armored foes. designed to pass all possible forms of Damage Reduction: one of steel. It packs the greatest wallop of any Simple weapon. they can also be extremely effective. Bastard sword An extra-large longsword.worldofprime. Morningstar A spiked. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. but knowing you can hurt anything is sometimes worth the price.
spike and hook all on the end of a pole. doing 1d6 Bludgeoning damage.worldofprime. Slashing. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). It provides a +1 AC when used in melee combat. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). It is so heavy and dangerous to use that it requires military training. blade. Sai This over-sized fork is designed to disarm and defend. Improved Arbalest Damage Cost 1d10+1 100 gp 1d10+2 150 gp 1d10+3 200 gp 1d10+4 250 gp Weight 10 lb 11 lb 12 lb 13 lb Reload Time 2 rounds 3 rounds 4 rounds 5 rounds World of Prime © 2009 M C Planck 10 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . 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. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). The halberd is particularly effective against cavalry. Heaver versions can be reloaded with a winch. The simple point-and-click interface makes it suitable for anyone to use. It can also use prodds as ammunition. or Piercing.Halberd A hammer. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks).
There is a base 5% chance.Armorer’s Shop The next visit is always to the armorer’s shop. or both. Move Penalty Heavy or medium armor (and/or a Tower shield) imposes a movement penalty of -20 ft for creatures that move more than 40 ft per round. Also. you lose the shield’s benefit to AC for the round you attacked with it. 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. use the worst modifier for shield or armor. but increases the Max DEX Bonus by 1. HPs (Shields) Damage Reduction and Hit Points. Sleight of Hand and Tumble. DR. Move Silently. The Tower shield imposes a limit of +2. Bash (Shields) You can bash your foes with some shields. Special Qualities Masterwork armor costs an extra 150 gp. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. because they are cheaper. However.worldofprime. a leatherworker. plus 5% per point of Skill Penalty. but their only benefit is to reduce the Skill Penalty by 1.com Patric Mitchell (order #2310125) 1 . World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. but the proprietor will have only slightly less prestige than the weaponsmith. Hide. Climb. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). make an opposed STR check to knock your foe back 5 ft. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). Higher technology societies will still use the lower level armors. especially against highly armored targets. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. Skill Penalty This penalty is applied to certain skills checks: Balance. The skill penalty for shields and armor stacks together. Proficiency The ability needed to be able to effectively wear the armor. Masterwork shields cost an additional 50 gp. and stacks with the failure chance of the armor you are wearing. Tech The technology level needed to make this kind of armor. Make a touch attack and deal 1d3 Bludgeoning damage. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. This may be a blacksmith. Jump. Shields inflict a failure chance of 5% times the AC bonus. Escape Artist. Sundering the enemy’s shield is a valid tactic. that the spell will fail and be wasted. -10 ft for creatures that move normally move 30-40 ft per round. when you run you only triple your normal speed instead of quadrupling it. If you hit. and -5 ft for creatures that normally move 20 ft per round.
The cost is 1. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. The cost is 2. or studded armor. Only metal armor and shields can be made from adamantium. It has hardness 4 and 20% more hit points than ordinary. Dragon hide: if you were crazy enough to wear it. leather.000 gp per point of AC protection (or 1. electricity. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. and is always Masterwork quality (with all associated benefits). It has hardness 15 and 20% more hit points than normal armor.000 gp per point of AC protection (or 500 gp per AC for a shield). and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Mithril armor is half the weight of normal metal armor. The cost is twice as much as a Masterwork suit of ordinary material. Silk armor costs 150 gp plus 25 gp per point of AC protection. or cold). It is always Masterwork quality. fire. Only metal armor and shields can be made from mithril. you could make any kind of armor out of dragon hide. It is always Masterwork quality.worldofprime.com Patric Mitchell (order #2310125) 1 . hide. Dragon hide armor is always Masterwork quality. has DR 20 and 33% more hit points against sundering attacks. 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. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought).Special Materials Silk is half the weight of normal cloth.000 gp per AC for a shield).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.
com Patric Mitchell (order #2310125) 1 . Not very good armor. Half-plate Plate armor. A separate coif covers the head and neck. suitable for executioners or fancy-dress parties. Chainmail Small loops of metal wire intermeshed together. A Norman metal cap with a short nosebar comes with it. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate). like scale mail. It includes a Bucket helmet. Bulky. The head is protected by a good hat. Studded Leather Disks or studs of metal sewn to a leather backing. However. the more flamboyant the better. Heavy shoes and light leather (or silk) gloves complete the outfit. Comes with a stylish leather hood. (Note: in some realms this armor is referred to as a “Chain Shirt. but excellent protection. Masterwork Half-plate only costs 750 gp. Includes a full Bascinet helmet. and still allows a +1 DEX bonus.”) Breastplate A cuirass or chest-plate made from a single piece of metal. The Bucket helmet is a Norman cap with cheek plates for more protection.Cloth Cloth folded. This armor is weighty but extremely flexible. Hide Armor made from cured animal hides. This armor does not allow a DEX bonus. but better than nothing. The helmet is often a skinned and cured animal head. Heavy. and the best nonmetal armor available. clumsy and hot. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. this armor consists of strips and plates of metal. Not normally found in non-primitive societies. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. This kind of armor is often Masterwork simply for the style factor.worldofprime. Small vambraces and greaves help protect the arms and legs. it is the best armor primitive societies can make. Scale mail Overlapping scales of metal mounted on a leather backing. which is good enough for most warriors. like Scottish kilts or the Greek linothorax. This also represents soft leather armor like jackets or coats. with the joints and gaps covered by chainmail. complete with fangs and glass eyes. The leather gloves might have studs sewn into the back of the hand for decoration. Leather Armor made from cured leather. It corresponds to the Roman lorica segmentata. A tunic covers the arms to the wrists and the legs down to the knees. Includes a Barbute helmet. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. individual articulated fingered gauntlets and sabatons (metal boots). This armor is extremely heavy but can be manufactured by low skilled workers. metal-plated leather boots. with greaves and vambraces for the legs and arms. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. often by boiling it in wax to make it hard. sewn and stitched into armor. which makes it inferior to many other forms of armor. a plated mitten gauntlet and a heavy Sallet helmet with full face protection.
A warrior will need a new one for every battle. although your attacks will be at a -1 if you do so. because they came apart so quickly under the weight of battleaxe blows. Comes in many shapes.worldofprime. but only if you give up your attacks and cower behind it. cannot be used from a mount. Still. sturdier wooden shield. rectangular. Kite shield A larger.com Patric Mitchell (order #2310125) 1 . Sturdy and strong.after the armor is created. originally designed for horsemen. Heater shield A normal sized shield made of metal. The shield is sometimes asymmetrical. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. +4 for no DEX bonus). and does not allow more than a +2 DEX bonus to AC. imposes a move penalty if you don’t already have one (just like Heavy armor). extending down the left side to cover the leg (since the other leg is protected by the horse). Target shield A larger. it may be worth something to force your foes to demolish your shield before they demolish you. heavier kite-shaped version of the Heater. by resizing the armor to custom-fit the wearer. or diamond. this is a warrior’s best friend. At that point striking the shield is as easy as hitting a wall (AC 10. Even so. Rattan shield Made of wicker-weave. Advanced versions will have a metal boss and rim to make them last longer. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon. it doesn’t hold up to abuse very long. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www. This wood has been hand-sawn and carefully warped to maximize strength and durability. Vikings were allowed up to three shields in a duel. round. often diamond shaped. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). such as square. Strong and light. the tower shield imposes a -2 to all attacks. oblong. The shield can be used as Cover. Tower shield A moveable wooden wall.
and since larger warriors will pick the larger mounts. any barding and the rider. 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.Stables Every upscale adventurer needs a fancy horse – or better. 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. Ox Immensely strong. Remember to add the weight of saddles. Horses Mule A cross between a donkey and a horse. *Flying mounts cannot carry a Heavy load. Cheap. The last three in the table are trained for war. Strong but not so fast. Refer to the Monster section in the SRD for their abilities. effective labor. Horses are valuable tools and status symbols. including all of his armor and gear. and not noted for its loyalty or obedience. One ox can feast 500 men. Carry This is the Light load for the creature. Also good eating. Donkey Includes llamas. Feed The cost per day to feed the animal.worldofprime. Many of these creatures are dangerous combatants in their own right. Some creatures have to be fed meat. but you can put pack saddles on them too (the pack costs and weighs ½ as much. due to being for a Medium creature instead of for a Large one). and you can eat them if you have to. you can just assume an average of 150 lb. tack. not including stabling fees. Small characters average about 50 lb. 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. Since individual mounts will differ slightly in size and strength. but very slow.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 .
Warpony Tougher and sturdier than an ordinary pony. suitable for pulling plows or wagons full of ale. Dogs will eat meat if they can get it.000 gp 4.000 gp 4.com Patric Mitchell (order #2310125) 1 . Dire Boar Like their smaller cousins. 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. One solution is the Animal Friendship spell. Dire Wolf. but they can survive off bread and scraps. Some of these mounts can only be found in certain geographical climates.500 lb Boar These animals make good war mounts because they like attacking things. Draft horse A huge. as they tend to be uncontrollably violent. Destrier The legendary warhorse. usually ridden by halflings or children. or a good working horse like the American Quarter-horse. trained for war. or can be ridden by Small characters. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. At least they are cheap to feed – they’ll eat anything. and thus their ownership might require legal permission or social status.000 lb 1. Convincing one not to eat you.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. Courser The Arabian hot-blooded racing horse. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www.worldofprime. strong and willing to fight. These creatures can be trained to fight as a pack.000 gp 3. Fast and vicious. however. Ridgebacks and Newfoundlands. All of these creatures are trained for battle.000 gp 9. only larger and meaner. these animals are suitable for hobliars: men who ride to battle but dismount to fight. They don’t make good eating. It is unlikely that any civilized society would employ these creatures. Huge.000 gp 7. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. Deinonychus The only really suitable riding dinosaur. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. could be problematic. however. heavy Clydesdale. Wolf Includes large war-trained dogs like German Shepards. Palfrey Traditionally a woman’s riding horse.Pony A small horse. the meat is as tough as old shoe-leather. it makes an excellent mount.
Griffon A cross between a lion and a bird of prey.worldofprime. so using them as mounts is either voluntary on their part. while the driver directs it to trample anything in the way. or an act of enslavement. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. no matter how much money you have to spend. these aggressive creatures make excellent war mounts. These animals are exceptionally intelligent and will remember and resent ill treatment. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. and its talons do 1d4 damage. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). Also suitable for large giants to ride. griffons are powerful combatants in their own right. because they are the fastest and strongest flying mount possible. Elephant Bowmen in the howdah will defend the creature from spearmen.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.000 gp 4. and since they cannot fly blind. Even if they are. Shorttempered. Can also be used Flying mounts to perform considerable manual labor.000 gp 5. Griffons will only eat meat. This creature fights like a Hawk. they cannot undo these avian bridles. they are effectively chained. This is due to careful training. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. dragging and lifting logs with their powerful trunks. partly due to their Chaotic nature. Pegasus The legendary winged horses are the most prized of all aerial cavalry. the griffon will likely continue to attack on its own. Hippogriff A bizarre cross between horse and bird. Because the birds lack hands. if you can get them to stop eating your grooms. Giant Eagle These creatures are intelligent. but its HPs are higher.000 gp 8. rather than fly to some place of safety where its rider might be healed. with bad sight and terrible hygiene. and able to detect Evil at will. 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. so they will only be found in Good societies. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider.Rhinoceros Large enough to carry ogres or hill giants. 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.com Patric Mitchell (order #2310125) 1 . They are also intelligent. Although they only eat as much as a horse. These even more exotic war mounts are not necessarily available in any given area. If their riders are incapacitated in combat. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. they tend to charge at the drop of a hat. and lots of it. their ownership is likely to be restricted to certain social groups by law or tradition. its AC is one lower (16).000 gp 4.
Flying Saddle Saddle bags Pack Saddle Stabling Shoeing Howdah Barding 50 gp 4 gp 5 gp 4 gp 4 gp 200 gp varies 20 lb 8 lb 15 lb 500 lb varies The weight and cost is given for a Large animal. Allows the mount to carry up to ½ its Light load in equipment and gear. and Flying mounts can’t wear Medium or Heavy barding. Provides cover for 4 Medium or 8 Small characters (Huge mount only). or otherwise civilized roads.worldofprime. or plough. On the other hand. You can be tied into the saddle so you can’t fall off.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. Allows the mount to carry its full Heavy load in cargo. Be sure to protect that valuable addition to your stables. sleigh. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. Rather than a bit in the mouth. causing almost any creature to stop moving. paved. Barding comes in all the same forms as armor. Grants a +2 Circumstance bonus to Ride checks. Riding checks are -4 without a saddle of some kind.com Patric Mitchell (order #2310125) 1 . so for Medium ones. Exception: the howdah is already weighted and priced for a Huge. No mount can use a shield. you can’t dismount without spending 2 rounds untying yourself. Necessary once a year for horses or other hoofed animals being ridden on packed. Necessary to allow the animal to pull a wagon. exotic animal like an elephant or triceratops. reduce the cost/weight by ½. If the rider is not actively manipulating the reins. the blindfolds snap shut. these are blindfolds over the eyes. but still leave room for a rider. This is the price per year to lease or maintain a stable for a horse. There is no place for a rider to sit.
000 gp 1. 1 story 250 x 500 ft.000 ft AC Bonus +6 +8 +2 +4 +6 +6 +5 +6 +7 +8 +3 +4 +5 +6 +1 Tech Primitive Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Primitive Wild Civilized Civilized Wild Material Stone Stone Wood Wood Stone Stone Stone Stone Stone Stone Wood Stone Stone Stone - World of Prime © 2009 M C Planck 19 Ye Olde Shoppe www. 3 stories 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.worldofprime. 3 stories 15 ft tall x 4. 3 stories 350 x 350 ft.000 ft 10 ft deep x 1. 1 room 50 x 50 ft. 1 story 50 x 80 ft. 1 story 50 x 50 ft.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 1.000 gp 10.000 gp 250. 4 stories 150 x 150 ft. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1.000 gp 15. AC Bonus This is the amount of military defense the structure adds. roads.000 ft 40 ft tall x 20. The mason’s guild is the place to go for buildings. 2 stories 50 x 80 ft.com Patric Mitchell (order #2310125) 1 .000.000 gp 100.000 gp 4. 1 story 100 x 100 ft.000 ft 20 ft tall x 10. 1 story 30 x 40 ft.000 gp 500.000 gp 50. While individuals can use any wall as cover or concealment. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 gp 5. 2 stories 20 x 20 ft. 1 story 20 x 20 ft.000 gp 1. fortifications and other improvements.000 gp 200.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. In times of war or emergency.000 ft 30 ft tall x 20. Occupancy This is the number of people who can live comfortably in the building. Rent is typically 5%. entire military units can gain this AC bonus when fighting other armies. 3 stories 500 x 500 ft.000 gp 500. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. Cost Maintenance on a building is approximately 1% per year. 3 stories 500 x 500 ft.000 gp 400. as well.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 5. 2 stories 200 x 200 ft. 1 story 20 x 20 ft.000 gp 100.
1 story 100 x 100 ft.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. depending on quality. dirt.000 gp 50. Barracks Quarters and furnishings fit only for soldiers. Murder-holes allow the 20 Ye Olde Shoppe www.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. with extravagances such as ballrooms. usually on a large estate. 2 stories 200 x 250 ft. 3 stories AC Bonus +1 +2 +1 +1 +1 +1 +2 Tech Wild Civilized Wild Wild Wild Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Barn A barn houses 40 Medium. Walls are made from everything to logs. shingles and tiles. Cavern Huge caverns with many artificial tunnels and additions.000 gp 2.000 gp 500. Mansion Three stories.000 gp 200. wattle and daub. separate kitchens. Unless you can employ dwarves or magic. 1 story 250 x 250 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. Cottage A two-room hovel. possibly with a loft. adobe. trees 50 x 80 ft. and location Manor A two-story building with three to five rooms per floor. 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. beams.000 gp 50. 1 story 150 x 200 ft. roofs vary from thatch. Obviously houses vary considerably in value. Cave A natural cave complex. Another 20 people can sleep in the common room in front of the fire. The price reflects its value. 2 stories 350 x 350 ft. 2 stories 50 x 80 ft. Inns have larger rooms of higher quality. 10 Large. Apartment Renting a room in a Manor house. Tavern. you can’t actually build a cave. 1 story 80 x 100 ft. House A basic house. size. 2 stories 40 x 50 ft. or brick.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . sawed planks. or 2 Huge animals.000 gp 200 gp 500 gp 300 gp 5. with three to five rooms. sod. Palace Luxurious accommodations for nobles and their servants.worldofprime. Bailey A wooden fort surrounded by a 10 ft tall log wall. wine cellars.000 gp 50. 1 story 50 x 70 ft. House construction varies according to the technology and civilization. slate. The gate is thick wood strengthened by iron bands. 2 stories 200 x 200 ft. 1 story 50 x 80 ft.000 gp 5.
It includes a simple wooden gate. classrooms. Sept A main hall for worship and several apartments suitable for acolytes to live in. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. 10 ft thick stone walls. surrounded by a 15 ft wall with battlements. with four towers and a gatehouse. with apartments for the staff. they can be built in narrow passes or on bridges. each 30 ft tall. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. 15 ft tall and 3 ft thick. Temple A large stone hall. Men in armor and siege engines will find it difficult to pass. stained glass. made sacred by years of ceremony. Stone wall A stone wall 20 ft tall and 5 ft thick. and battlements on the top. student dorms and perhaps a few shady groves for holding debates. usually adorned with statues. Shop. Gatehouses are normally incorporated into larger fortifications. stronger keep. Wooden wall A wall of upright logs. with a 20 ft outer wall linking six to eight towers and two gatehouses.000 it is covered by a layer of iron. including storage space and a private well whenever possible. Often attached to a castle or wall. A moat increases the effect defense of any structure by +1. A large shop serves as a general store or factory. It includes a simple wooden gate. Tower A four-room stone tower with an interior winding staircase. The finest touches the society can afford will be used: marble floors. for 2. University Lecture halls. 21 Ye Olde Shoppe www. the thick wooden gate is faced with stone. Large Shop A small shop such as a tailor’s or bakery. gigantic spires and often a bell tower or two.defenders to attack from above.000 gp. For 5. with multiple towers and gatehouses. Cathedral A massive structure built to impress and awe. Citadel A massive castle. There are apartments for the priests in the back. Chapel A stone hall. Academy Apartments. Sacred Grove A natural cove of trees. but can also be a free-standing structure.000 gp.com Patric Mitchell (order #2310125) 1 .worldofprime. Castle A larger. For an extra 1. and the stone overhang helps protect the gate from siege weapons.000 gp you get an iron portcullis. however. The gatehouse is usually staffed by up to 40 soldiers during a battle. A city of a square mile will fit in this amount of wall. A drawbridge over your moat is only 1. Moat A 10 ft wide and deep moat around your castle. libraries and a kitchen. professor's housing. Keep A strong stone keep with 15 to 25 rooms. Fortress Two layers of walls. Great wall The capitals of nations are defended behind these 30 ft tall. 15 ft thick stone walls.
fenced and properly watered.worldofprime. A simple beam design. or a single wagon. especially in cities.200 gp. A sturdy arched bridge. or wagon wheel. Highways and bridges may charge a toll of a cp per person. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. The road is clear and level. not counting any buildings or improvements. Land in prime locations may cost much more than the listed price. animal.000 gp 10.000 gp Free x2 Mountains are rocky. Compare this to the price of a magic sword. It is also within an hour’s walk of a fortified place that can protect the farmers. The surface is “metaled. paved with stones and mortar. location. or a wagon in each direction at the same time. so even civilized realms will still contain many forests. strong and wide enough for only one wagon at a time. Every city needs a forest close at hand to supply firewood and building materials. and the weather is generally wretched. location. tilled. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. Forests contain lots of trees which must be cleared before the land can be effectively farmed. otherwise. This is a 100 ft wide dam. A square mile of fully developed prime farmland would cost 3. Plateaus or mesas will be valued as flat land of the appropriate type. Allows a barge to be pulled or poled along. Also.” that is. no wagons. uncivilized land is free to claim. Wild. either because the soil is poor or there is little irrigation or rainfall. Bad weather has little effect on highways. Farmland is developed land. Because it is so primitive.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. locks are where traffic in different directions can pass each other. A double-wide column of troops. as it is possible to eke a living out of it. Larger dams may be beyond the skill of ordinary craftsmen. hilly land that is usually only suitable for mining. or one in each direction. plowed. Swampland is worth something. However. The first three rules of real estate are location.000 gp 100 gp/mile 1. its productive value in either crops or lumber is small. with enough space to pull over and let oncoming traffic pass.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. Two wagons side-by-side. it’s just pasturage. clear land not really suitable for farming. but unsurfaced. traveling is difficult. In many societies land will not be for sale to non-nobles. but no one will buy it until it has been shown to be safe to live in. bad weather has little impact on its effectiveness. Pasturage is flat. This is how canals deal with hills.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . in bad weather it can become impassable. Nobody is going to labor in the fields unless they feel safe. Strong and wide enough for 2 heavy wagons sideby-side.
Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. They can only shoot 45° to either side of where they are pointing.) in addition to the soldier’s wages for the day. however. meaning a Ram can be built in day by an entire army. Siege Tower A Gargantuan mobile fortification. They can attack once per round. 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. Warships come equipped with rams. Only an immobile target can be attacked by a ram. but the target can negate all damage by making a Reflex saving throw at DC 5. DR 5 Huge. costs 5 gp). however. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista).000 unskilled men at this task. If used against a ship. DR 5 Ram Rams can be operated by ordinary solders. DC 15 Reflex save for half damage. it does not receive any bonuses from the operator’s BAB or DEX. at the place of the siege. nails. (Optional rule: the operator can add his or her Siege Engineering skill). A Siege Engineer can employ 1. which do not require crews and do damage based on the size of the ship. heavy stones are used. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram.worldofprime. 30 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. so only one or two can be mounted on large ships. but it will still cost you 66 gp of materials (tools.com Patric Mitchell (order #2310125) 1 . and allows 23 Ye Olde Shoppe www. With a full crew they can fire every 4th round. to turn the weapon to a new heading requires 10 rounds. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. or anything that moves. 10x10 ft area. DR 5 Garg. Catapult. 20 hps. etc. 100 hps.Siege Engines Siege engines are often constructed as needed. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. 40 hps. 30 hps. For attacking fortifications. rope. 1d6 arrows strike each target for 1d6 damage.. Ballista A ballista makes Ranged Touch attacks against targets. These siege engines are Huge and require a lot of space. It also grants a height advantage. More commonly they are mounted on a swivel that allows a 45° arc of fire. Normally catapults do not move. but they can be dragged 5 ft per round if necessary. Poisoned or spelltrapped javelins are also a possibility. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. Hitting smaller than Huge targets requires a natural 20. DR 5 Huge. and the target still gets a Reflex save unless it’s inanimate. DR 5 Large. it grants Cover (+4 AC) to the 20 attackers inside it. the target can negate all damage with a DC 5 Reflex save.
Wooden building’s DR is normally bypassed by fire.worldofprime. The extra deck space also allows more soldiers to fight on your ship. Tunnels and Sapping attacks require an engineer to oversee their execution. allowing entry with no more difficulty than crossing rough ground. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. Siege towers are 40 ft tall. Tunnels.000 1. but they can dig other tunnels (or protect the diggers from attacks). These hit points are normally per 10 x 10 ft section.500 2. Masterwork buildings have DR +2 and 25% more hit points. if you have men and shovels. so destroying a large structure requires immense amounts of damage. More men can’t dig faster.000 80 120 160 180 300 450 720 1.200 Walls None None None None None 40 ft 40 ft 10 ft 15 ft 20 ft 30 ft 10 ft 15 ft 20 ft 20 ft 15 ft 20 ft 30 ft 40 ft World of Prime © 2009 M C Planck 24 Ye Olde Shoppe www. However. or you can try to undermine their walls. Fortification values Inflicting the listed hit point damage to structure creates a breach. Once you reach the enemy walls. Pushing it faster makes it fall over. it inflicts a -2 to all Sailing checks. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). Sapping Digging a tunnel is free. A hundred men can dig 50 ft of tunnel a day. If built into a ship. Fortification Forest Wooden building Fortified camp Bailey Stone building Siege tower Tower Keep Castle Citadel Fortress Wooden gate Stone-faced gate Iron-bound gate Iron portcullis Wooden wall Stone wall Great wall Legendary wall DR – 5 5 5 8 5 8 8 8 8 8 5 8 10 10 5 8 8 8 HP – 60 120 500 90 100 500 750 1. Pushing one 10 ft per round requires at least 80 medium-sized creatures. you can either tunnel up into their courtyard. but the enemy may detect your efforts and take counter-measures. You can build up multiple sapping attacks before triggering them all at once.soldiers to climb the ladders inside to the edge of the enemy walls.com Patric Mitchell (order #2310125) 1 .
The animal cannot Run or double move without destroying the travois.000 lb as a Light load and 3. or an open-faced spiked-wheel war machine. Wheel-barrow A one-wheeled cart with handles. However. but only on snowy days. You can push it at 20 ft per round. so a 1.000 lb of cargo. One or two horses are normal. designed to be pulled by two to eight dogs.000 lb Carry 200 lb x1 x2 x2 x1 x2 x2 x5 x5 x5 Tech Wild Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Sleigh The popular one-horse open sleigh.000 lb wagon can carry an additional 3.Cartwright’s Yard When you have so much loot you can’t carry it all. traveling at top speed. you know it’s time to visit the cartwright’s yard and buy a wagon.000 lb 2. with a harness for one creature. trying to Run with a wagon imposes a -4 penalty to any Riding checks. In general vehicles can carry a maximum of three times their own weight. With two draft horses this would only be a Medium load. a Large wagon can have up to eight horses. Carry This is the multiplier for the creature in the harness. Wagon. Suitable for going to Grandmother’s house. Cart A small two-wheeled cart.000 lb as a Heavy load (but the wagon itself already weighs 1. with anywhere from one to eight horses in front. with a superior suspension designed for comfort and speed. Thus.com Patric Mitchell (order #2310125) 1 . Four Coursers would allow up to 900 lb as a light load. From one to four horses can be attached to a wagon. Travios Two poles that drag on the ground from the animal’s back. that equals the weight of the chariot plus two warriors in full battle gear. up to four horses can be attached for maximum speed. Or a surrey with a fringe on top. This is the only vehicle priced for Medium-sized animals.000 lb 2. Large Wagon The most efficient pulling mechanism possible.worldofprime. Sled A dog sled.000 lb). Chariot Either a fancy surrey with a fringe on top. A Wagon would allow the same horse to pull 1. all other vehicles assume Large animals. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. 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. Trying to Run with a cart imposes a -4 skill check penalty. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. Carriage An enclosed cab. but you can’t run with it. Only works over snow.
Almost all vessels have a DR of 5 due to their wooden construction. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. can only have half as many siege weapons installed. inflicting x3 this much damage results in effectively complete destruction. Boarding planks and grappling hooks are included with the price of warships. A ram attack does 1 pt of damage for every hit point of the attacking ship.com Patric Mitchell (order #2310125) 1 . Weathering a storm is a DC 10 to 30 check. at two per 5 ft. Oar-powered vessels can only travel at top speed for an hour. or Charge.worldofprime. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Rams do vastly more damage when powered by a ship. as they are built to do this. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. Length The length of the vessel. The captain’s skill is the most important. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. Archers can occupy the deck. Run. Note this is not the complete destruction of the ship but merely compromising its ability to float. failing by more causes the ship to sink. Boats are anything small enough to be carried on a shi. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. Carry How much weight the vessel can carry.Shipyard Watercraft are divided into two categories: boats and ships. due to their narrow construction. beyond any chance of repair. The number of siege weapons that can be mounted based on ship length. Watercraft cannot Double-Move. which is already calculated in). Longships. given deck space and carrying capacity. Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. plus an hour per point of CON bonus of the crew. Move This is the maximum movement per turn or per hour. Each medium-sized passenger is the equivalent of 200 tons of cargo. Normally the ship doing the ramming does not suffer any damage. this means a Trireme will cut a Galley in half with a single deadly lunge. However. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). Remember to count the weight of any passengers (but not the crew. Failing by 5 or less inflicts 10–80% damage to the ship. ships cannot usually go up rivers. 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. Some ship designs impose additional penalties. depending on the severity of the storm. Crew. Masterwork ships would grant a +2 if you could afford them. Passengers This is the maximum number of passengers possible. Sailing checks are used to control watercraft. often being completely square). HPs The number of hit points of damage the vessel can take before sinking. Ships can be equipped with siege engines at the expense of useable deck space.
since it reflects the vessel’s ability to absorb damage). and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. If it’s made out of wood. Sometimes used as a shiptender (a shuttle servicing a larger ship).000 gp 10. oars. 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. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www.000 gp 5. or both. Cost Maintenance is typically 10% of the purchase price per year. powered by oars. Pinnace A light. Fishing boat Big enough to spend all day at sea. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks.additional 10 pts of damage per point you beat the enemy captain’s roll by.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. Includes a large fishing net. Inflicts a -8 to any Sailing checks. -2 to all Sailing checks.000 gp 30. it has DR 5 but weighs at least 500 lb. Canoe If it’s made out of leather. this is how much its defenses are worth to you.000 gp 3. Powered by a sail. 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.worldofprime. Rams ignore DR of 5 or less. fast sailboat. Powered by oars. Rowboat (-2 Sailing checks) A rowboat or skiff.com Patric Mitchell (order #2310125) 1 .000 gp 15.000 gp 25.000 gp 20. or long poles used to push against the river bottom.000 gp 10. a simple sail. it only has DR 1 but it weighs so little one man can pick it up and walk with it.
Warship A sturdier version of the carrack.worldofprime. Still. with two decks of oars instead of one. May be powered by poles. but sturdy and carries plenty of soldiers. light sailing ship. Longship The famous Viking raiding craft. Barges have shallow drafts and can travel up wide rivers. designed for speed and combat durability rather than cargo capacity. but also slow and unmanageable. Galley (-2 Sailing checks) An open-decked warship. Bireme A larger galley. Keelboat (-2 Sailing checks) A small. Mostly used for shipping cargo. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. The Keelboat inflicts a -2 penalty to sailing checks. When being sailed instead of rowed. or sails. this monster galley has three decks of oars. Powered only by sails. Not particularly fast or maneuverable (-2 to Sailing checks). Powered only by sails. it is sturdy enough to cross oceans in. Can travel up rivers. so it doesn’t need a loading dock. but it can go up rivers as well as out to sea. Powered by a sail for travel and oars for combat. with an advanced designed for deep ocean travel rather coast hugging. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. Powered only by sails. small seas. Its rapid 40 ft movement only applies during combat. or lakes. Trireme The pinnacle of the ship-building craft.. ungainly and slow (-4 to all Sailing checks). Sloop A fine. fat. Galleys might be able to navigate particularly deep rivers.Barge (-4 Sailing checks) Heavy and durable. Powered by sails and oars. flat-bottomed ship powered by sails. but not particularly sea-worthy (-4 to Sailing checks). it only moves at 20 ft. Under sail power it moves at 20 ft. or be dragged onto the beach by its crew. oars.com Patric Mitchell (order #2310125) 1 .
A collection of tools a tradesman needs to perform his job. A tin bowl and plate. mess kit.) Lighting a fire with flint and steel takes 1d6 full rounds. small steel mirror. Can also be lock-picked open at a DC 15. 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. reagents. 50 ft of silk rope and soft cloths to wrap your boots in. an hour glass and a small metal stove. concentration. suffer a -2 to your Wilderness Lore checks. wedge. hatchet. bed-roll. a shovel and a Wilderness Lore check. suitable for eating and cooking on. 5 torches. elbow and knee pads. fish hooks. makeup. magnifying glass. quill pens.worldofprime. mortar and pestle. a fine scale. Bottles. Move Silently.com Patric Mitchell (order #2310125) 1 . and provokes AoOs. Reflex DC 20. Pick Locks. hair and skin dye. 10 ft pole. A huge tent.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. twine. 1d6 bludgeoning. mountebank’s purse. lotions. several bottles of ink. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. flint and steel. herbal medicines. marked cards. Wigs. Holy book. various spell components Pup tent. 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. retorts. low wind. and a STR 30 check to break free. false teeth. Houses up to 6 Medium characters. backpack. 50 ft twine. A Teepee is much more durable than a tent. and can last a lifetime when properly cared for. 25% chance of having any given antidote. houses up to 20 ordinary people or 1 rich noble. 5 large sacks. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. waterskin Holy symbol. sledgehammer. Lockpicks. beakers. It also requires tinder. Imposes a -4 to Hide checks due to its large size. loaded dice. 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. Holds up to 12 Medium characters in tight quarters. (Ordinary snares and pits can be made with rope. healing kit: bandages. knife. 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. Crowbar.
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 . Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. or built into the walls/floors of a building or ship./ 4 cu ft . but it can also result in boxes that are worth more than anything they could possibly contain. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. trunks and chests) often have locks attached to them. Grants a +2 to Wilderness Lore checks near streams or water. Masterwork crates cost an extra 50 gp. Steel crates can be made out of sturdier materials such as mithril or adamantium.com Patric Mitchell (order #2310125) 1 . 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. This can result in boxes very hard to break into. Luggage Every adventurer needs something to carry or store his loot in. and costing an extra 250 gp per lb (but remember. Crates (boxes. suffer a -2 to Wilderness Lore checks. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. mithril objects weigh half as much)./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. See the Locksmith section for details.Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild. and have DR+2.worldofprime. They may also be chained in place. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%).
A masterwork glass grants a +4. Illumination allows fine work. but makes an impressive statement in your main hall. Grants a +2 to Appraise checks. A huge clay jug designed for shipping liquids. or any other activities – such as fighting . 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 30 ft cone. 5 gal. 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. 50 gal. Glass. burns a pint of oil in 3 hours. pint Flint and Steel Mirror. with a stopper. Light sources create shadowy illumination in twice the radius they create full illumination. illuminates a 15 ft radius for 1 hour. Illuminatiorium Light is a preoccupation of workers and adventurers.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. Holds five candles.com Patric Mitchell (order #2310125) 1 . Colored glass is the same price. Can cover 5x5 ft and burns for 2 rounds. This is perhaps the most common magical item in the entire world. Too delicate to carry on an adventure. but also much more fragile. 1 pint ½ gal. 1 gal. Lighting a fire with flint and steel takes 1d6 full rounds. reading. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. 7 gal. reinforced with iron bands. silvered Mirror. A wooden keg. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. Illuminates a 30 ft radius. Reasonably fragile. as making small pieces of glass is easier than making single. and provokes AoOs. Illuminates a 20 ft radius for 1 hour. Will not go out in strong winds. Price varies from 50 to 100 gp. unbroken plates. Stained glass windows are also the same price.without a penalty. Useful for peering around corners or shaving (but imposes a -2 to spot checks). 1 gal. Clay. Holds fifty candles. depending on the magic abilities of the local populace. but holds more. or will fuel a lamp for 6 hours. Illuminates a 20 ft radius forever. it’s clear glass that’s hardest to make. Silver backing on a clear glass plate. A wooden barrel. Comfortable to wear and not likely to break. Description Made of metal and extremely durable. steel Mirror. Not quite as durable or well-made. Open-faced wooden bucket. Illuminates a 15 ft radius. low wind. 10 gal.worldofprime. burns a pint of oil in 6 hours. burns a pint of oil in 3 hours. holds one dose of a potion. concentration. It also requires tinder. Much cleaner image than a steel mirror. with a stopper. in fact. illuminates a 30 ft radius for 1 hour.
Useful for making magic circles on stone floors.000 lb Locksmith Traps or Alarms can be keyed to locks. and each spell requires 1 page per level. If you are lucky enough to find a masterwork tome (for 50-250 gp). tear and water. Protect your valuable scrolls from wear. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. A treasure map sells for whatever price the market will bear. You can double the number of pages for +10 gp and +1 lb. but chests and trunks are good choices too. so that forcing the lock triggers the trap. paper Book. who may not be able to pick it or break into it without making a huge ruckus. A goose quill.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. or triple it for +20 gp and +2 lb. but heavier and more difficult to write on. A single sheet of paper. Plain white chalk. The bindings are rarely as sturdy as spell-books. often being merely stiff leather. bound in leather. 100 blank parchment pages (50 sheets).000 gp 2. For twice the price you can get colors other than dull yellow. and popularity of the manuscript. Writing the magic formula for a spell requires using magical inks. Colored chalks are twice as expensive. 100 blank paper pages (50 sheets). A Masterwork library is x5 as large and grants a +4. bound in leather. prepared by a secret process known only to mages. Nobles will often use their signet rings. colored inks are twice the price. which in many places is also the local magic shop or monastery. Grants a +2 on all Knowledge checks. Let everyone know who sealed this letter. parchment Spell book. A book like this can be tied or buckled shut to the point of being waterresistant.50 gp 1-5 lb Map 1 . Also. The price depends on rarity and quality. breaking into a locked chest is a good way to ruin the contents. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. Made from wood and treated leather. A steel trunk with a good lock can foil amateur thieves. it will provide a +2 to a specific Knowledge skill check. so that correctly opening the lock does not trigger the trap. Price varies depending on number of pages. More robust than paper.com Patric Mitchell (order #2310125) 1 . For the fashion (and weight) conscious wizard. not including the price of the materials.Scriptorium The book-seller’s. cut to the right length. A map is a double or quarto-sized piece of parchment. A collection of at least 500 books. or one really long sheet rolled up tightly. quality and color of illustrations. Doors are the most obvious place to put locks. Magical traps and symbols can also be keyed to a lock mechanism.worldofprime. Holds up to 7 single loose sheets. 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. A sheet of scraped lambs-hide. 25 gp 1 lb 10 . This price is per page. Per page. This is enough ink for 100 pages.
Inflicts 1d4 Slashing damage. but may inject a poison. Most tools can be used as an improvised weapon. Also for making air holes. If you’re really worried about people breaking them. Used against an immobile object. enough to eventually crack even steel chests. Prying open small boxes. Tunneling. Handling things too dangerous to touch. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. Most of the cost is in finding a blacksmith who will make them without asking too many questions. use mithril(+9 DC to break) or adamantium (+14 DC to break). Cutting soft metal.com Patric Mitchell (order #2310125) 1 . Masterwork tools cost +50 gp and grant an additional +2. doors and windows. 1d4 bludgeoning and a STR 20 check to break free. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. Reflex DC 20. a sledge can do 2d6 damage. If a 4 is rolled for damage. Cutting through hard metal… slowly. two-handed tools will do 1d6 damage. Nailing shut coffins. Drilling out locks that are too hard to pick. Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. Smashing anything.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. and DC 25 to pick. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. Inflicts no damage. Suitable for medium creatures. if roll is failed. Reflex DC is 5 lower than the lock. 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. makes a loud noise Reflex DC is the same as the lock. such as digging a ditch or making firewood. Many tasks. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. Large. Can also be lock-picked open at a DC 15. 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. Bits of metal suitable for picking locks. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. Keys are custom-made for a given lock. DC 30 Escape artist to slip out of. are effectively impossible without a suitable tool. reflects any mechanism that requires a special key or tool to operate. 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. Digging for treasure in hard soil. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. picks do 2d4 damage. using a crowbar to force open a door or chest). DC 26 STR to break. but halve the DR of stone. Digging for treasure.worldofprime. Cutting wood to build a siege engine. Chopping down doors.
but useful for tying up parcels. benches. bookshelves.com Water clock Mechanical clock Furniture. 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. adventurers will mostly drop them on people. Civilized technology. Ye Olde Shoppe www. Hardness 10. A huge lump of cheap pig iron. gourds. However. Rarely made out of exotic materials. 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. wine closets. puts on a performance of ringing bells each hour. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). or enslaving pixies. cupboards. hit points 30. stringing lutes. or weapon-racks. DC 50 to break (Masterwork is DC 54).worldofprime. or enslaving giants. 2 hit points. Chain has a hardness of 10 and 5 hit points. or mine of water. stools. as making small pieces of glass is easier than making single. couches. hemp. Societies that can’t make glass use conch shells. Can only support 20 lb. or catching fish. Turn a roaring fire into an inferno. 10 ft Giant chain. much more. With satin or leather coverings. Exquisite works of art or antiques can cost much. For people who can’t climb ropes. wrought iron Furniture. 50 ft Rope. Useful for blocking rivers. hamming pitons takes 1d6 rounds and makes noise. Empty your boat. Useful for cracking open small boxes under controlled conditions. 4 hit points. hit points 1. Furniture Mart Furniture prices are for a typical piece. Do you need to ask? Ropes and Chains Wire. ship. Held together by ropes. Wild technology. Colored glass is the same price. polished wood Furniture. unbroken plates. Effectively Masterwork. Made with pins. or carved stone. Remember to attach a rope before throwing. 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 . even in wealthy houses. nails and glue. shoes. tables. needs to be filled twice a day. rough wood Furniture. Stained glass windows are also the same price. hat-. 10 ft Twine. has to be turned once an hour. Some examples are: beds. 10 ft Chain. Inexpensive and durable but nigh-immobile. silk. dragging ships. it’s clear glass that’s hardest to make. Smiths use them as a platform for hammering and shaping metal. chests of drawers. Hardness 8. in fact. wardrobes. 50 ft Rope. DC 11 to break. Requires 2 men to operate. Folds up to only 10 ft long. Needs to be wound once a day. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. Lets you climb any wall you can throw something over. 1 hit point. DC 16 to break (Masterwork is DC 20). this rope grants a +2 on all rope-related skill checks. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. coat-. chairs. it can be burst with a DC 24 Strength check.
000 lb 1. Made of silver. Made out of pottery. without a handle. Spoons are not normally used. A thick. A wooden cup. A large bowl. or live without baking. heater and gathering place. 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. A large silver tray with a domed cover. horn. so they were elaborately carved and often gilded. While this meant the house was always smoky. Suitable for baking bread. Stores salt. The smoke went up and through the thatched roof. Vikings had a hole in the middle of their dirt floor to hold their fire. A crystal champagne flute. A pottery plate. pewter (silver mixed with lead). or glass. square plate made of wood. A porcelain bowl. Used for roasting over an open fire or in a fireplace. made out of pottery. A flat frying iron to put over a stove or fire. Salt cellars were items of status. Medieval diners brought their own silverware. or other spices.com Patric Mitchell (order #2310125) 1 .Pottery Kiln Adventurers are always smashing crockery. pepper. instead.000 lb Description A large wooden bowl. A large mug. Usually made out of silver. with a handle and possibly a lid.worldofprime. Poor people either dig a hole in the ground and fill it with coals. so occasionally it’s useful to know how much it costs. Rich people will have a fancy knife that is useless for anything but eating. it also helped protect the thatching from insect damage. Tableware None Knife Table-knife Trencher Mazer Mug Platter Basin Tankard Plate Bowl Wine glass Salt cellar Serving tray Serving ladle or fork Cost 10 sp 10 gp 1 cp 2 cp 2 cp 1 sp 2 sp 2 sp 1 gp 1 gp 3 gp 100 gp 50 gp 10 gp Weight 1 lb ½ lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb ¼ lb 2 lb 5 lb 1 lb Description Poor or primitive people eat with their hands. A large iron pot. Gold ones cost 10x as much. A wide-lipped wooden bowl. A porcelain plate. Well-to-do peasants have a stone fireplace in their house. or wine glass. brandy snifter. which serves as kitchen. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. one drinks soup straight from the bowl. which almost always meant a good knife.
it only produces one note. A large. Already done up in an elaborate arrangement. A huge. loaded Deck of cards Deck of cards. A vial of an exotic scent. A church bell. Harder soaps. A fancy stringed instrument.worldofprime. A simple wooden flute with finger-holes. 1. or rouge. gong. A huge brass gong that can be heard a mile away. A brass horn. 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.Music Shop Mostly of interest to bards. mostly because they don’t use soap regularly. in a variety of shapes. Price is per page. Who doesn’t need a fistful of these? +2 to Gambling checks. A stringed instrument that is strummed. a concert requires 100 pages. carved into amusing shapes.com Patric Mitchell (order #2310125) 1 . Useful for losing or telling fortunes. audible several miles away. or bell that rings when struck. in a variety of shapes and musical keys. A flute with mechanical keys.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes.000 lb +2 to Diplomacy/Bluff/Intimidate checks. A small metal disk. Luxuries Everything an adventurer needs to live in style. strummed or plucked. A small pot of powder. Clay with a wood stem. Can also represent violins.000 gp 1. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. lotion. delicate mechanism that plucks strings (rather than hammering them like a modern piano). 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. stringed instrument that is plucked. dye. Leather stretched over a wooden barrel or box. but ordinary folk can enjoy a bit of music. A folding knife with a delicate but extremely sharp blade. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. +2 to Gambling checks. haven’t been invented yet. The use of soap is restricted to semi-annual occasions. Often gold-plated or otherwise ostentatiously decorated. too. Women and men use perfume regularly.
gloves and a floppy hat. heavy leather belt and suede boots with silver buckles. a lion or bear fur cloak.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. 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.com Patric Mitchell (order #2310125) 1 . Magic rings not included. heavy leather belt with a brass buckle. stout leather boots trimmed in squirrel fur. Wool doublet and jacket with silver buttons. Sturdy leather coat with many pockets and brass buttons. with rabbit-fur ear flaps Velvet chapeau. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. linen pouch. with gilded lace Wool mittens Cost 1 cp 2 sp 15 sp 3 gp Cold-weather gear Heavy doubled burlap poncho Sheep-skin coat with brass buttons Rabbit-fur cloak lined with linen Wool coat w/silver buttons and fox fur Lion-fur cloak with gold buttons and a gold brooch clasp Heavy leather coat. light leather boots. lace trim and pearls Ceremonial Robes. gold buttons Silk doublet. with silver studs and a peacock feather. Silk doublet and jacket with gold buttons. silk purse with gold clasps. lace gloves. Burlap tunic and leggings with wood buttons. belt with a brass buckle. lace trim Evening gown. suede purse with silver clasps. brass buttons. 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. silk trousers. light leather shoes. silk gloves trimmed in lace. Canvas tunic and leggings with fired-clay buttons.worldofprime. a huge brocade hat. gold buttons. a woolen cloak trimmed in fox fur. Linen tunic and leggings with brass buttons. fox-fur Silk slippers w/ mink High. as is the crown. Gems and jewelry are extra. woolen trousers. burlap-strip sandals. lace collar Silk tights Blouse and skirt. clay buttons Burlap peasant dress Fancy demin dress Linen dress. silvered and feathered Brocade head-piece. 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. canvas trousers. You’ll also need jewelry. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. linen tunic with fired-clay buttons. silk sash and long silk slippers with gold studs. a velvet hat trimmed in fox fur. silk. demin. at least a signet ring. wide-brimmed leather hat.
Waist-length coat. An ordinary dress. Small enough to hide under your other clothes. 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. Used for decoration or as a baldric to hold a scabbard. A heavy duty cloth. or gems.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. May be soft-soled (like moccasins). Pants. Depending on the locale. Elegant. Kingly head-pieces can consume two to five times as much fabric. Good for holding things. feathers. and have jewels sewn into the fabric. May be trimmed with furs. rough cloth made from jute or vegetable fibers. Linen is made from the flax plant. possibly with a pocket or two. or velvet. worn with a blouse or tunic. impractical footwear. May also be a poncho (a blanket with a hole cut in it). wizards. Anything from leather work gloves to silk opera gloves. Long robes suitable for priests. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. Often made of fur to show its value. and be studded with rare furs. worn in the front to protect your clothes while working.com Patric Mitchell (order #2310125) 1 . Generally leather. it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers. hard-soled with wood.worldofprime. or fancy dress parties depending on the material.5 sp Lbs. ½ 1 Yard 1 1 Description Cheap. A handbag or pouch worn on its own strap. A fancy. Hats range from the practical to the absurd. and is soft enough to make bedsheets out of. usually made from cotton. A winter garment A more primitive and exotic winter garment. pouches and scabbards. Materials Burlap Canvas Cost 1 cp 2. usually made from cotton or wool. High leather boots. A long shirt that hangs beneath the waist. Often called denim when made soft enough for clothing. the best quality. Leather shoes with wooden soles. This might also represent a high-grade cotton or medium-grade wool. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). for cold weather. Worn by men and women.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. silks. A short skirt. like pants. Linen 1 gp ½ 1 Velvet Wool 2. possibly with buttons. Leg-warmers and wrappings. Extremely fancy gowns use two or three times as much cloth. or even steel-toed for greater protection. A difficult and expensive weave. although the styles are different. finely woven for fancy clothes. lined tunic. soft. or other academics. which can be used as materials for tailoring or treasure. A gown suitable for fancy dress parties. Sheep’s hair. protection.
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. or ceramic. However. harder to obtain. The most prized of all cloths. light leather such as calfskin or sheepskin. Used for turning thread into cloth. The complete fur from a large animal such as bear or lion. The fur of one small domestic creature such as a rabbit or squirrel.worldofprime. A wild fur. Soft. A rare and exotic fur. the tailor normally buys these items from other suppliers and merely adds them to the outfit. yards. you can always add more. There is about ½ a sq. Silver or gold thread is 1 gp to 10 gp a spool. wood. Thicker. A wild fur. Prices will vary wildly depending on local availability.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. A thimble of metal. or calf. Trimmings Do not include Trimmings as part of the price for calculating creation times. Feathers from ordinary birds. a bull will produce 3. harder to obtain. Enough trim for a lace collar or neckline. Smooth. Sewing Shop Adventurers will probably resort to magic to repair their clothes. here are some prices for objects they’ll never use. in primitive societies. Handmade with complex patterns and exacting detail. Buttons and clasps made from gold or silver and set with jewels. Feathers from rare and exotic birds. 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. it will be made of bone. Normally a steel needle.com Patric Mitchell (order #2310125) 1 . double or more the ordinary labor cost for the item. strong and comfortable in heat or cold. But in case they don’t. goat. Buttons and clasps made from gold. Buttons and clasps made from fired clay or carved stone. Buttons and clasps made from brass. Fine wool yarn will cost 1 sp per skein. A thin. Silk intricately woven with patterns of silver and gold threads. Item Scissors Thimble Needle Spool of thread Skein of yarn Spinning wheel Loom Cost 4 sp 1 sp 5 sp 1 sp 2 cp 10 gp 20 gp Weight ¼ lb 1/10 lb 1/10 lb 20 lb 50 lb Description Small metal scissors. A cow will produce 2 sq. A rare and exotic fur. fine leather. Used for turning fibers into thread. yard on a sheep. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Buttons and clasps made from wood. specially grown and treated. stronger leather such as bull-hide. Buttons and clasps made from silver. The fur of one small domestic creature such as a rabbit or squirrel.
and carry the risk of being arrested during a police raid. Rich vagabonds can live in high style for 5 gp a day. 1 evening Penny-pitching game Dice game Card game Cockroach races Dog races Horse races Fist-fighting Cost 1 sp 2 sp 5 sp 1 gp 1 cp 2 cp 1 sp 1 gp 2 gp 10 gp 1 sp 1 gp 1d10-4 cp 1d10-4 sp 1d10-4 gp 1d20-8 cp 1d20-8 sp 1d20-8 gp Free Meals Description A bowl of porridge flavored with peas A bowl of stew with a slice of bread Bread. Illegal entertainments are twice as expensive. Normal adventurers will spend about 1 gp per day. mug Wine. goose liver pate.Inns and Dens Most adventurers will spend most of their time on the road. 1 evening Private circus. 1 evening Tavern wench. if you like it Mummer’s farce. goblet Champagne. 1 song of your choice Bard. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. 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. chicken or mutton and cheese Pork platter.worldofprime. all you can drink Beer. stein Ale. private performance Musical troupe. Dining in stray inns and odd taverns is often an adventure in itself. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. glass Brandy. 1 night Courtesan. 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.com Patric Mitchell (order #2310125) 1 . warhorse Stable and Feed. 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. depending on local rules. with pastries Roast capon. Poor travelers can expect to spend 1 sp a day. 1 seat Tavern bard. with a side of vegetables A slab of steak or roast.
However. the local rulers are stretched to the limit maintaining peace between competing faiths. with the incredible benefits a 9th level priest brings (like Raise Dead). blizzards and plagues. Ceremonies Priests often officiate at ceremonies. Keep in mind that the priest already has a full-time job healing and curing his flock. A dead peasant can’t work. Rulers everywhere will seek the support of the local clergy. Cities or Royal courts will strive to have a Cathedral. Obtaining other spells will require a Diplomacy or Bluff check. starting a new business. Towns will almost always have a Church and a caster who can Remove Disease. The prices below assume you are a stranger. the rulers and the gods. tidal waves. If you are of the same faith. acting as a witness for the community. Invariably he will take the opportunity to preach his faith to a captive audience. as long as he’s invited to the banquet (and paid for his spell). at government established rates. “Are we going to be invaded this week?” This is equally valuable for earthquakes. plus any material components). The prices also assume the priest can cast the spell any time in the next 24 hours. Another standard ceremony is the weekly casting of a divination. then the price will be adjusted according to your need and your ability to pay. Conversely. 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. obtaining their services is always a personal favor.worldofprime. if you are a member of an opposed religion. Weddings and funerals are the most common ceremonies. Not only are they wise.com Patric Mitchell (order #2310125) 1 . except in those places where the rulers are the local clergy. attempting to foresee and prepare for any catastrophes in the next week. predict the future. they charge more for spells that don’t obviously advance their cause. tornadoes. without a good or bad reputation. and tell when you’re lying. The priest will perform the ceremony for free. they can heal. Double the price for house calls or quick service. with at least one first-level priest in attendance. then even Good churches might refuse to help you at any price. and will generally put them ahead of you in line for his spells. Spell-casting Pricing spells at a temple is problematic. Launching a ship. Few faiths practice baptism.Temples Priests play a huge role in society. or building a house are also frequent requests for a blessing. and of the same basic alignment (Good or Evil). cure. Some communities of mixed faiths will legally compel priests to treat all comers. Imperial cities or metropolises might have several Cathedrals of different faiths. Even Evil priests will only fleece their flocks for what they can afford. Equally often. Life-saving spells will be subsidized (except for the material component) even to peasants. and in any case they usually wait until the child reaches adulthood to claim them for the faith. casters over 9th level are exceedingly rare. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. On the other hand. Most villages will have a Shrine. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. and doesn’t have to leave his temple to do so. while others will let the temples freely compete for the public’s approval. and a sick one might make others sick. raise the dead. never a transaction in gold.
Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. Includes an hour of analysis and counseling. or local materials. To settle private disputes or seal contracts. it takes all day. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. be prepared for an Evil priest to try and cheat you out of rare magic items. However. they’ll sell it to you for the cost to make it. Often prescribed for chronic conditions such as over-eating or partying too hard. Generally only available in extreme climates like deserts. however. Usually cast on an object such as a bottle of wine. A handful of Novices means that women no longer die in childbirth.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. or arctic ice shelves.com Patric Mitchell (order #2310125) 1 . However. 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. too. Usually priests will have a little of this on hand. for adventurers they like. or the priest may have to file a report with his superiors or the local ruler. cheap metal. volcanic islands. Not so obviously. Only 1 point of healing. Restoring ability damage that will probably go away on its own. Simple folk believe the effect lasts longer than a few rounds. Useful for people who feel they may be straying from the path. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. If you really want to put your mother’s favorite vase back together. they consider it a waste of magic. water and bed rest. 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.worldofprime. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. Obviously you can only get this at the appropriate temple. Usually cast at ceremonies like weddings or baptisms. the ability to ignore the effects of weather for an entire day could be important during blizzard season. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. Also. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. for those too cheap to pay for magical healing. hoping that having to heal naturally will force them to rethink their life choices. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. if you wait long enough. they’re willing to make an exception. The local priest may also refuse to heal trouble-makers or violent folk. Particularly invaluable for ordinary accidents or work-related injuries. but it stops all bleeding. Evil priests still want Holy water: they have Undead problems. 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. Be careful what you talk about. Priests don’t usually like to make potions. If you have a good reason. Repeat castings of this spell are the cheapest way to heal. artistic quality of workmanship will vary considerably. For those who can’t wait for natural healing. meaning they can’t cast any other spells. just in case. Usually hand-made by the local priest.
Then it’s an expensive trip to the local priest. see a Wizard. In many cities. though. Not as useful as you’d think. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. And if you let a child set it off. it is illegal to buy private divinations. but if you buy the spell from the priest. so you need to make your own arrangements for the return trip.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. so you can read your ancient documents without letting the priest read them too. The priest is going to know what you did. In some places. Most priests have several copies of this on a scroll. Priests often waive their part of the fee for those who have died in the service of the faith.worldofprime. Usually only used by law enforcement to search for stolen goods. However. The color of the light will be tinted towards the priest’s alignment. don’t expect them to sell items to members of different faiths.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. If you need the attention of a higher-ranked priest. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Certainly not for you. Expect to pay for the scroll if you are in a hurry. 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. This is the level at which priests can begin making magic weapons and armor. expect to pay a stiff fine. or defense of the community. being convicted of a crime will require you to pay for your own Mark of Justice to ensure you don’t commit the crime again. expect Good priests to put non-lethal spells into their glyphs. The priest is not going to bother his patron for anything less than the safety of the community. Good luck explaining why you need to hide an object from Scrying for 8 hours. He may choose to impose an additional penance as a condition of the atonement. like his rulers. Diplomacy/Bluff check to explain why you need to spy on someone. However. for emergencies. Fix almost any ability damage and negative level drains. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). cause.com Patric Mitchell (order #2310125) 1 . The priest will not spy on people who scare him. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. too. However. The advantage to this spell is that it can be cast on you. You’ll have to pay for all of them. Don’t even bother with the Bluff check. state. For custom colors. you can have it cast on whatever object you want. If the spell fails. his church. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. In some places this spell is standard practice at funerals. This is the same price as an Everburning torch. Shopkeepers have a legitimate right to protect their premises. and b) contagious. Expect a lecture on the foolishness of playing with Undead. You still have to come up with the material component. Remember that the priest is going to hear your questions and answers. or wizards. Chances are the priest isn’t familiar with anyone you want to talk to. Just remember – he’s not coming with you. superiors. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. or himself. expect to pay a lot more.
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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Poisons Poisons vary wildly from area to area. Wasp Venom. Ability damage is temporary (it returns at the rate of 1 per day). Snake Venom. unless the saving throw was critically fumbled (a natural 1). technology and skills available. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. depending on the materials. After the first successful hit. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. Worm Venom. These poisons are selected because they have no strong flavor or smell. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. and Bludgeoning weapons cannot use Injected poisons. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). Poison Ivy paste Mercury's Curse Mage-slayer oil Alcohol Arsenic Crumbs of a Lich Ergot Night-watch Narrowleaf Flower of the Poppy Dreamer's smoke Ragedust Venom.com Patric Mitchell (order #2310125) 1 . or other environmental effects will also ruin the poison. Primitive tribes will equip their soldiers with poison. but even in those tribes it is probably illegal to use poison on a fellow tribesman. Scorpion Venom. to make up for their lack of metal weaponry. Exposure to water. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). The one constant is that they are almost always illegal (at least. and is relatively safe. Spider Venom. Slashing attacks grant a +2 on the save.worldofprime. Any alchemist who can make a poison can also make the antidote (at the same difficulty level) – unless for some reason the materials simply aren’t available. for private use). Piercing attacks are best for delivering Injected poisons. Centipede Venom. 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. Only a single dose can be applied to a weapon at a time. the poison is expended. in which case it is permanent. extended sunlight.
the victim probably won't realize he's been affected until too late. Mercury's Curse Made from the liquid metal. While under the effect of this poison. Good lucking finding a Wyvern to milk. Ironically. However. Venom. Scorpion/Wasp/Worm Harvested from giant-sized insects. although you can take several different ones. it was probably invented by a mage. you can take it beforehand. Has a distinctive. Venom. this poison requires a save once a day. you do not heal through non-magical means. Alcohol Unlike other poisons. This also means you do not recover temporary ability damage without magical help. Night-watch Used as a sleep-inducing medicine. acrid smell. he’s free – until he starts smoking again. The potion has a very subtle onset. Worm poison is made from brightly colored giant maneating worms.com Patric Mitchell (order #2310125) 1 . Venom. so if you know in advance what poison you are likely to suffer. Does not inflict secondary damage. 48 Ye Olde Shoppe www. the effects of the stupid things you did while you were drunk may have permanent consequences. all temporary damage from this substance is recovered 24 hours later. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage. Flower of the Poppy Smoking this substance increases CON. Ergot Made from improperly stored grain. Mage-slayer oil So-named because mages have few HPs. unconsciousness lasts for 8 hours. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison. you can be across town establishing your alibi when they collapse. so it can't be turned into an Ingested poison. and makes the user extremely boring. Snake You don't even have to kill the snake to make this poison. but it will make you easier to kill. Multiple doses of the same antitoxin do not stack. If the damage doesn’t kill him. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. Leaves tell-tale painful red blotches for days. The effect lasts for up to an hour. Venom.Ivy paste Concentrated past of everyone's least favorite ivy. At least they’re tasteless. the substance is highly addictive. brings on hallucinations and sometimes death. The first successful save ends the curse. mildly addictive. This poison can occur on its own.worldofprime. stimulates appetite. Spider It probably won't kill you. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. make a DC 15 Will save to avoid becoming addicted. Venom. Centipede Cheap but not terribly effective. not ordinary earthworms. However. hard to detect doses over a period of time. in the sense that it makes one almost immune to pain. With a little planning. Wyvern One of the most fatal poisons known. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. Arsenic Can be administered in small. Once a concentration has built up the victim must suddenly make his saving throw. each time you use it. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. It is pleasantly narcotic.
and Serfs may well have family heirlooms of silver. In some areas this may be a legal restriction. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. Freemen are merely poor.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. clothes. they can usually afford something else for dinner. with salaries or land holdings. higher ranks will be expected to live and entertain more lavishly. no maximum. Fittings For furniture. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. Slaves are so poor they eat porridge twice a day and nothing else. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. while peasants eat porridge for breakfast and lunch. use bits of wood as buttons.worldofprime. Food A representative example of what you could find on their dinner table. but their life span is often cut short by the nature of the work they do.com Patric Mitchell (order #2310125) 1 . Slaves. Lifespan The effect this lifestyle has on the average lifespan of an individual. of course. Serfs are poor and oppressed. The Noble class is the 1st rank of nobility. of course. Expense How much it costs per year to maintain this lifestyle. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. Cloth The kind of cloth normally associated with this station in life. Peers are major nobles and heads of state. and various academics or businessmen like bankers and importers. Double this expense if you are maintaining an ordinary-sized family. The figures for the Peer class represents the minimum amount a head of state would spend.Lifestyles An approximation of the various qualities of life that people can expect. on the other hand. They eat well and wear first-rate equipment. Adventurers. there is. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. Nobles are ranked individuals. The Artisan class represents upper-level craftsmen such as Experts or above. dishes and general house-wares.
Dinner is often bread and chicken. and parents may be harsh. A Cottage for the family. Chicken or fowl once a week. Children are often put to work in the family business. Chores abound for everyone. if not well-clothed. Life-expectancy is 48 years. Story-telling around the fire. Only the fact that the slave-owner stands to profit from them keeps them alive. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. usually shared with chickens or other farm animals. This is a hard life of constant labor. If possible. sewing and knitting circles for the women. Life-expectancy is only 32 years. Soft shoes made of leather. Tunics of burlap or other coarse fibers. but flavored with vegetables. Footwear is limited to sandals made of burlap straps. damp caves. or clay. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. Ale is served with dinner. Children may have pets such as ponies or cute little dogs. Life-expectancy is 64 years. the feet are wrapped in rags before putting the sandals on. Tea is served at meals. Canvas tunics with fired-clay buttons. People living in these conditions suffer a penalty of -2 to all attributes. After age six or so they will be expected to work for a living.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival.worldofprime. Children are prized and generally given some kind of education until early adolescence. Dances and dinner parties on regular occasions. with a well-thatched roof. Tightly packed. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). either of clapboard. or musical instruments to practice on. filthy Barracks for the lucky ones. Shoes are just more rags wrapped around the feet. Crude wooden toys for the children. Dinner and sometimes lunch is bread and mutton. Wood is too valuable to waste. Ale in the tavern on weekends for the men. Guildmasters and such are expected to feast their lesser workers several times a year. Ale in the tavern once a week or so for the more well-to-do. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. A scrap of bread or cheese is worth fighting for. Animals are normally kept in the barn. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. Life-expectancy is 64 years. stone.com Patric Mitchell (order #2310125) 1 . Children are well-fed. and you’re lucky to get it. cast-offs and scraps. at least for the adults. they will be sent to institutions of higher learning. porridge twice a day. possibly with beer. An occasional trip to town to see the mummers or bards. bone dice for the grownups. Odds and ends of rope or string serves for belts and ties. Beer is served with dinner once a week or so. but normal family relationships are possible. Winter wear may be a blanket with a hole in it. Children are a burden on families this poor. but only once a week. in cold weather. Buttons and clasps are made of wood. An ordinary House. ruined hovels. a piece of meat is worth killing for. due to work and war. There is time and energy left over to think about improving one’s lot in life though education or investment. or leaky huts for the rest. hats and purses. A Manor house with rooms for servants as well as family. Children may have well-made toys of wood. Rags. Hobbies such as philosophy and art can be a part of enjoying life. Linen with shiny brass buttons. but only for their education. Soft boots with gloves. not for any expectation of profit. pork and beef on holidays and special occasions. but with cheese or bread for dinner.
Silk and fur. dancing and partying every night. Children are valued assets of the State. who are fiercely loyal to each other. sturdy clothes of durable materials. Adventurers don’t have families.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. Wine is served with every meal. in taverns and inns. Bread and meat are served at every meal. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. High boots made for walking.com Patric Mitchell (order #2310125) 1 . every night. Nobles eat like Americans. exotic fish. war. Bards and other entertainers will be brought in for special occasions. Lifeexpectancy is nominally 64 years. Living on the road. Stray odds and ends may be found in their heavy-duty packs. Wool with silver accoutrements.000 gp Every meal is a gourmet event. half a chicken for lunch. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). Mixing with the commoners exposes you to infiltration. usually pork.worldofprime. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Adventurers generally buy private rooms or suites for their party. Hunting. In other words. and a slab of steak for dinner. such as dress jackets and gloves. A popular saying is. Meat is always available. Bread is often white. Adventurers are notoriously restless and easily bored. diminishes your mystique. not just brown. Dinner parties at other noble’s houses almost every week. you can’t trust the water. or pork wrapped in bacon and served on ham. Peers hire other people to study literature and politics for them. Slippers made of impractical materials. Wine is served with dinner. Only the pressures of war interrupt the peerage’s pursuit of pleasure. A Castle. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. hawking. The study of literature or politics is often a required activity. like a formal academic robe or a fantastic hat. Children are expected to carry on the family legacy. musicians. Courtesans.000 calories a day. such as fine roasts. but XP is thicker than blood. capons cooked inside turkeys. Life-expectancy is 80 years. Imported wines are served at special occasions. They will be educated in their chosen profession. Peer Food Clothing Quarters Family Fun Effects 2. ignoring events such as assassination. servants and entertainment such as ballrooms or music rooms.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. alcohol is a good source of calories too. This means meat at every meal: bacon for breakfast. “Blood may be thicker than water. Gold buttons. as every adventurer knows. and baked or sweet desserts are common. Good luck with that. they have parties. Also. or monster attacks. Well-made. Life-expectancy is 64 years. and in many places. buckles and threads are used liberally. jewels may be incorporated into clothing as well as jewelry. Each outfit consists of many items. gambling and drinking. A Mansion with rooms for family. and only frightens the locals. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www.
especially if the lord wants them better armed than their own meager resources can provide. which keeps the workers in line and the patrons in charge. Warrior. Lancers are good enough to equip with horses or other exotic. Well. who prefer to own and maintain their own tools. The yearly wages include the expected bonuses for long-term employment. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw. Light Armor and Shields. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. can be quite high. and the fact that they tend to die a lot. craftsmen usually prefer to spend that money on luxuries like clothing and food. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. including arms. Everyone starts with one Simple weapon proficiency. additional proficiency feats costs 1 skill point. expensive equipment. Workers who work for a daily wage will tend to be poorer than those with regular jobs. Traditionally. however. or Move Silently. Craftsmen almost never accept this arrangement. will freely accept this deal. or Barbarian). This means that although the capital outlay of maintaining a body of men. if they fight well enough. Hide. because they know their lord depends on them. This usually does not apply to craftsmen.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. they may have racial proficiencies or skill bonuses. this usually only applies to military men. Finally. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. The employer may also deduct ¼ of the worker’s pay for room and board. Privates form the backbone of most armies. the actual amount of gold distributed to the soldiers can be quite low. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. a Guard could use a simple weapon. The table shows skills and feats for humans. However. Soldiers. such as holidays and gifts. Most workers cannot get ahead on their own. Thus. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. the employer may deduct ¼ of the wage if he provides for their advancement.com Patric Mitchell (order #2310125) 1 . Also. they do trust their lord to advance them. Squires are warriors almost equal to Knights. who are expected to occupy fortifications as part of their duties. This is the basis of the feudal system: everyone owes their position to their patron. hired to stand around more than to fight. Corporals and Sergeants provide basic leadership. Spot. but it quite often applies to soldiers. the employer can deduct ¼ of the worker’s pay by providing his tools. no matter how hard they try. quarters and supplies. Again.worldofprime. you can still use these tables to reflect common soldiers of different quality. If you are not using Apprentice grades. In addition. Guards are little more amateurs. meaning they can spend their skill points on useful skills like Wilderness Lore. as they do not trust their employers to place the same value on their personal advancement as they do. This explains why soldiers rarely support families.
and can have a few attributes that are higher. room and board.800 gp 3.200 gp 1. one gives them land to manage and accepts their fealty in return. DEX. although it will still cost you close to 40 gp a year to maintain him. Thus. 2x Feats 9. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. However. 14.worldofprime.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Guard Private Corporal Sergeant Lancer Squire All 10’s 12. The rates below represent how much it costs just to feed. 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. You can reduce their pay by providing the necessities for them. house. They receive their money directly from the tax collector. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. 2x Feats 6. Employing nobility over the third rank is unlikely. 12 14. 12 14. as will the costs for their personal retinues.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. or CON. much higher. after all. but do not think this means you can stint on the cost. Men and women of Peerage rank (6th or higher) are not usually employed. Soldiers who have invested in training and practice are sturdier fighters. 14 16. instead.600 gp 4. or even CHA. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. Maintaining their loyalty is always necessary. All of these individuals have a full class rank. these stats can also be INT. and this requires treating them well. The one advantage soldiers have is that they do not pay taxes.12 The cost for employing ranked warriors is much.600 gp 2. you could potentially pay a soldier as little as 10 gp a year. or advancement. Viscounts and Marquis expect to be second in command and possibly heir to the land. Feat 3.200 gp 3.Attributes Normal attributes are 10 each. so they have the proficiencies of their class and the attributes suitable for a hero. if you are hiring spell-casters or spies. and entertain high-rank nobility for a year. 2xFeats Attributes Daily Pay 1 sp 1.com Patric Mitchell (order #2310125) 1 .000 gp 2. 2x Feats 12.400 gp 2. equipment and advancement will be extra. WIS. 14 16. These are almost always STR.
and other traditional gifts and bonuses. then you can spend half as much and reap twice as much profit. However. stronger. rather. while townsmen manage to sneak by with 1/4. or tougher. Skill Points These are the number of skill points the worker has spent on his chosen profession. Farmers tend to pay 1/3 of their income in taxes. 14. then your farmers will benefit greatly. Taxes The profit a lord can collect from the workers that live under his protection.5 sp 3 sp 1 sp 1. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. as you aren’t raising your next generation yourself. CHA.Craftsmen Workers and Craftsmen come in different grades. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . but it may be INT. Feat 4. Serfs and Freemen will make 1/3 more gp a year. pay 1/3 more gp in taxes. usually levied as fees on services like grain milling or imports. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). The yearly cost already assumes all of those days. resulting in a larger tax base and superior equipment for their armies. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. or 16 in the appropriate attribute. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. Also. If your society has regular access to the Plant Growth spell. Usually this is DEX. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. 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. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks.75 sp 1. Poor societies will have mostly Apprentice level workers. counting all of his bonuses. If your slaves don’t have families. if your period of employment stretches over any holy days or traditional celebrations. or STR. WIS. The type of workers that make up the bulk of the workforce is determined by the government and economic model.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 .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. depending on their station in life. Pay The daily pay is provided in case you want to hire a worker by the day. Synergy. Slaves don’t receive pay. that means you need to find new slaves when these wear out. and move up one step on the lifestyle table. However. Feat. this number represents how much it costs to keep a slave and his family alive. you’ll have to pay him for those days as well.worldofprime.
they will expect the guild standard rate of pay. chickens and other raw materials for their own consumption. yoke (3 gp). farms will also produce vegetables. This will increase both tax revenues and quality of life for the peasantry. 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. Since most workers provide their own tools. city fathers. Expect to pay special fees and taxes when the local rulers notice you are making a profit.com Patric Mitchell (order #2310125) 1 . sell wine.Businesses Owning or investing in a business may require the permission of the local nobles. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. A farm with the Plant Growth spell will produce 33% more crops. Even if these men or women work in another’s shop. 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). meaning a typical wheat farm will make 4 tons of wheat instead of 3. Typically 75% of a medieval population is engaged in agriculture. Farms The heart of any medieval economy is food production. or buy wool). and so on make wages or profits according to their skill and station. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. yoke (3 gp). then you can run a shop for a profit because you can sell goods for more than it costs to make them. If you can purchase an exclusive right. potters. Shops Individual crafts such as smiths. 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). there is little reason for them to give you a cut of their paycheck. or both. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain.worldofprime. The listed revenue is only the taxable income. Usually they sell the goods they produce directly from their work-rooms: buying a sword from a smith while standing in his smithy gives you a sense of the quality of his work. carpenters. which doubles its profitability (from 1 ton to 2 tons per year of wheat above the 2 tons the farmer and his family eat to survive).500 lb of fish 60 gp / year 3 tons of wheat Farm Farm (Plant Growth) 40 gp / year Serf family (40 gp) 80 gp / year 4 tons of wheat Sheep Ranch 40 gp / year Serf family (40 gp) 60 gp / year 800 lb of mutton 400 lb of fleece World of Prime © 2009 M C Planck 55 Ye Olde Shoppe www.
It will probably require a license. what kind of ore it is.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. Although this quality of ore is rare. Using medieval technology. a good miner can produce up to 600 lb of ore a day. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. at varying expense.000 gp Tavern (1. iron as a whole is not. and occasionally be robbed.000 lb of beef 4 sq.000 gp) Capital (100.200 gp / year General Store 300 gp / year Importer 1. yds of leather 1.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site. the same inn on a dank moor will barely survive.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. cause undue suspicion. Liquor or gaming licenses may be required.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .000 gp Inn (2. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. Establishment Tavern Capital 1.Cattle Ranch Mill 1.000 gp Gatehouse (10.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.000 gp / year Money-lender 5.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.com Patric Mitchell (order #2310125) 1 . Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. and how much it costs to refine it.000 gp) License (?) 2.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.worldofprime.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. The value of this ore depends on its quality. An inn at a crossroads will do very well. be subject to special taxes or forfeitures.
400 gp / year 50 serfs (3. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.com Patric Mitchell (order #2310125) 1 . In all cases.600 lb of ore.000 gp / year 10 tons of iron Iron. mining the ore is the easy part. but veins of these precious metals are much rarer. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. poor Capital 2. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.120 gp / year 50 serfs (3. rich 6.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp) Engineer (120 gp) 4. tough and brave.200 gp / year 50 freemen (6. Viking farmers often mined and smelted their own ore.500 gp / year 50 slaves (1.000 gp / year 50 freemen (6. Good miners are hard to come by: they have to be strong. The Romans mined ore in English bogs. despite the poor quality of ore. because it was still cheaper and easier than shipping metal all the way from Rome.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.000 gp / year 20 tons of iron Iron. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). Gold and platinum can be mined at similar rates.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. 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 60 tons of iron Silver 3.000 gp) Engineer (200 gp) 12. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). average 3.worldofprime.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.500 gp / year 900 lb of silver Gold 45. Mine Iron.
Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.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.com Patric Mitchell (order #2310125) 1 .worldofprime. Humans and other medium-sized humanoids require at least 2 lb of oats. Note that you must provide your own containers for these goods (except for bottled drinks).1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs. but animals require 2% of their weight per day.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. Barley is more expensive. but animals only require 1% of their weight per day. 10 4 1 1 1 1 1 1 1 1 1 1 1 1 8 2 1 1 1 1 1 1 1 1 Intoxicants Tea (10 gal) Beer (1 gal) Ale (1 gal) Wine (1 gal) Brandy (1 bottle) Champagne (1 bottle) Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Livestock Livestock Chicken Rabbit Goose Goat Sheep Pig Cow Ox Cost 5 cp 1 sp 1 gp 2 gp 2 gp 5 gp 25 gp 50 gp Weight 3 lb 2 lb 15 lb 50 lb 150 lb 250 lb 1. or wheat per day.) 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. rice. 1 1 1 1 1 0.Bulk Goods Food Hay is cheap. Warhorses and such are often fed barley because it is easier to carry and more nutritious. and people will do almost anything to augment it. This is a miserable subsistence diet.000 lb 2.
3 gp 0.5 gp 5 sp 5 gp 7.5 sp 1 gp 2. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.1 gp 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.006 gp 0.008 gp 0.002 gp 0.2 gp 0.01 gp 0.004 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.4 gp 0.com Patric Mitchell (order #2310125) 1 .1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.worldofprime.5 gp Lbs.