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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 .
........................................ 46 Poisons ........................................... 39 Sewing Shop .............................. 22 Land .............. 36 Tailor’s Shop .................................................. 56 Merchants............................ 25 Shipyard..........................................Contents Introduction ........................................................................................................ 2 Weapon-smithy ........................................................................................................................................................................................................................... 59 Cloth............................. 34 Pottery Kiln .. 16 Flying mounts....................................................................................................... 44 Items........................................................................................... 19 Buildings ..................... 36 Luxuries.................. 56 Mines...................................................................................... 9 Armorer’s Shop.................................................................................................................................................................... 52 Soldiers ................................................................................... 56 Bulk Goods.................................................. 12 Stables ................... 41 Magic Shop...................................................................... 52 Craftsmen ........................................................... 1 Crafting Rules ..................... 40 Entertainment .................................................................... 18 Mason’s Guild ............................................................. 19 Roads ....................................................... 15 Draft and Riding animals...... 44 Spells ......... 38 Materials................................................................................................. 15 Exotic mounts ............................................. 37 Common items ............................... 40 Lodgings................................... 26 General Store ......................................................................... 58 Food ..... 41 Spell-casting .......................................................... 3 Primitive Weapons................................................................................................................................................................ 40 Temples......................................... 7 Civilized Weapons ............................................................................ 59 Gems ..................................................................................................................................................................................................... 12 Shields...... 54 Businesses...................... 5 Wild Weapons ............. 58 Metals.............................................................................................. 15 Horses ...................... 47 Lifestyles....................................................................................................................................................................................................................................................................... 39 Inns and Dens.................. 19 Mason’s Guild .................................................................................................. 17 Tack and Services ............................................................................... 55 Shops....................................................................... 22 Siege Engines....... 30 Illuminatiorium ...................................................................... 11 Armor ................. 40 Drinks ................................... 33 Furniture Mart .............................................................................................................................. 59 Precious materials ............ 35 Music Shop................................................................................................................ 41 Ceremonies ........................ 29 Luggage ................... 49 Wages ......... 31 Scriptorium .............................. 38 Trimmings.................................. 32 Hardware Store .................. 23 Cartwright’s Yard ............................................ 37 Custom Items........................................................................ 59 Patric Mitchell (order #2310125) 1 ............ 44 Alchemy ....... 40 Meals................................................................................................................................ 59 Stones ....................... 10 Armorer’s Shop................................ 58 Livestock ..................................................... 29 Camping Gear..................................................................................................................................... 32 Locksmith........................ 55 Hotels....................................................................... 55 Farms ...... 29 Class Kits ..
Patric Mitchell (order #2310125) 1 .
technology basically means “metal-working. for cultural or legal reasons. Charlemagne’s France. Technology For our purposes. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. at best they use bits scavenged from meteorites or lucky finds. using wood or bone instead of metal. in part. To move up or down the scale. This chiefly means weapons and armor. Tutankhamun’s Egypt Imperial Rome. Athenian Greece. When customizing these lists of goods for your adventures. double or half the weight and cost. Saladin’s Arabia Medieval technology stops before the Renaissance. by its marketplaces. Most goods can be purchased regardless of technology. thus accounting for long production times and hence high costs of these items. politics and sociology. Armor Weapon Other +150 gp +300 gp +50 gp or x5. In general assume that a higher-level technology can and will produce any item from a lower level. Items that require a certain level of technology will be noted. Iroquois. Technology Primitive Wild Civilized Examples Israelites. These items are made using the secret techniques (or magical abilities) of the craftsman. Aztecs. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). Wild societies can produce iron and steel in limited quantities.worldofprime.” Primitive societies have no metal production. They may be different in construction. China’s Warring States. but they will serve the same purposes. What you can and can’t buy says more than a dozen dusty tomes on culture. which are presented in separate sections for each technology. Civilized societies produce so much metal that it is common and thus used for everything. If you need something not on the list. just pick the closest item. This is a labor intensive process. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. whichever is greater -1 to Armor check Penalty. after clockwork but before gunpowder.Introduction A society is measured. 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. and fudge the price a bit. feel free to declare any item unavailable at any price. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. change the name. Mayans Vikings.com Patric Mitchell (order #2310125) 1 .
Masterwork quality items require Master level craftsmen. so it requires 410 days for a Master smith to create it.worldofprime. So building a castle could have 25 work-gangs. This may seem like a long time. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. such as fluxes.Crafting Rules To estimate how long it will take to manufacture an item. you’ll realize it’s not unreasonable at all. add their labor together. Rome was not built in a day. For precious metals or other unusual raw materials. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. so the final price won’t change but the item will get done quicker. Thus. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. Time is a precious resource that even the rich cannot buy. divide the labor cost of the item by the daily wage of the laborer. In general try to imagine how much the item would cost if made of dross. These numbers are designed to produce reasonable approximations of the wages for craftsmen. Ordinary items such as Martial weapons can be made by Journeymen. and 3 at Master). but once you watch pig iron being hammered into a steel katana by hand. Time Days = Labor / Daily Wage To find out how long it takes to make something. its labor component is 10 gold. Siege Engineers follow special rules (see Siege Weapons). Note that not all laborers can produce all products. So it takes him 20 days to make the weapon.com Patric Mitchell (order #2310125) 1 . acids. Although the assistants cost less. Masterwork items are as much art as they are science.000 days to build the castle. a Master smith earns 5 silver a day. A longsword costs 15 gold. If multiple workers cooperate on a single object. not until Wizards with Fabricate spells are available.000 gp value of the object. 2 at Expert. and use that to calculate the time and effort. Assume a work-group is possible for every 10. and wear and tear on tools. Large objects (like castles) can have multiple groups working on them. At least. if each gang was composed of a Master mason and 30 Journeymen workers. use the formulas below. Complex or unusual products such as Exotic weapons require Experts. A masterwork longsword costs 315 gold. Only the simplest items can be made by Apprentices. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. washes. temporary supports or molds. then it would take the 775 man workforce over 1. you should modify this appropriately. Construction crafts (Masons and Architects) can oversee 10 times as many workers. they also produce less. The final produce will have the same quality as the overseer’s skill. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process. nor were its legions armed in an afternoon.
Slashing weapons can be used to cut ropes.com Patric Mitchell (order #2310125) 1 . although some melee weapons are also designed to be thrown. Bludgeoning weapons cannot be poisoned (except with Contact poisons).5 STR bonus to damage. Stabilizing: The type of damage also affects a victim’s chance to stabilize. Damage The base amount of damage the weapon does. Poisoning: Piercing weapons are best for delivering poisons. The best defense is a good offense. 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 Piercing. Close (-): Most melee weapons are Close range (shown as a -). poison. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. Slashing weapons grant a +2 circumstance bonus to any save vs. Bludgeoning weapons can be used to smash stone walls. the weapon-smith is always a prestigious figure. However. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. 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. grants x1. due to their shallower application.worldofprime. Some melee weapons have a range increment. or a clever craftsman applying the secrets of metal-craft to make steel. meaning they can be thrown.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). apply x1. Range The range increment for a weapon. only allow a 5% chance per round. Requires two hands to use. usually for a missile weapon. which tend to cause deep internal injuries. Melee weapons use STR as a modifier to hit and for bonus damage. Piercing weapons. and allow a 25% chance to stabilize every round. Weapons made for different size characters move up or down this scale. for a Medium sized wielder. Whether it’s a wise old shaman carefully selecting stones.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. Gains no damage bonus from two-handed use. Can be used normally in one hand. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. Piercing weapons mostly make small holes in things. they only receive x1 STR bonus.5. Slashing weapons provide the normal 10% per round chance to stabilize. a powerfully built smith hammering deadly form out of a lump iron. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Composite bows can be built that require extra STR to use. not x1. However. even though they require two hands to use. If used two-handed. Slashing. they suffer a -4 to attack foes that are close to them. Each range increment beyond the first imposes a -2 to hit. thus allowing a STR Bonus to damage. after all.
Any kind of weapon can be made from adamantium except flexible weapons (bows. Cold Iron weapons cost twice as much as ordinary metal weapons. At 10 ft or 5 ft they have a -4 to attack. cost 500 gp per lb. The cost is 25 gp per pound. applies a -4 to hit penalty when used in melee combat. and bypass any DR that is bypassed with silver. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). simple magic. except their optimal attack range is 15 ft instead of 10 ft. They have hardness of 20 and 33% more hit points. and in a Phalanx formation. Exotic weapons require a specific feat to use. but bypass the DR of some kinds of creatures (such as Demons and Fey). Virtually everyone is familiar with Simple weapons. superior materials. slings. and plenty of old-fashioned hard work. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon. only trained characters are familiar with Martial weapons. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. This polearm can be Set with a ready action. Special Qualities Masterwork weapons are made by master smiths with secret techniques.formations. Only intended to be thrown. nets. Against melee attacks. the penalty for using a reach weapon at close range is only -2. Notes @ E AC T D S -4 See description for details. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. but Bludgeoning weapons do not. lassos and whips). a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. Owning one is often a sign of status as much as it is a combat strategy. 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. and have all the benefits of Masterwork quality. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. With the Phalanx feat. where careful training allows the second row of warriors to attack over the shoulders of the first row. The cost is 500 gp per lb. Double Reach (RR): Double reach weapons are the same as reach weapons.worldofprime. Slashing and Piercing weapons suffer a -1 to damage rolls.com Patric Mitchell (order #2310125) 1 . Against charging foes it does double damage. where three rows of soldiers can attack. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. Proficiency The skill required to use the weapon. They weigh half as much as normal. Exotic Proficiency allows this weapon to be used with one hand instead of two. These weapons are normally only used in Phalanx formation. With the Reach feat.
and all of them can be made without metal. Knife More of a tool than a fighting weapon. or steel. However. they are simple enough that almost anyone can employ them effectively. made of iron. Its only attraction is its low.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons.com Patric Mitchell (order #2310125) 1 . Intended to be thrown as an opening shock just before melee combat. May be made of flint. chopping wood. Suitable for throwing. Bludg. Note that the Boulder receives x1. obsidian. Bludg. Maul The humble wooden stick. it imposes a -4 to hit due to its poor design for that purpose. Javelin May be tipped with lead. low cost. stone. or scalping fallen foes. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www.worldofprime. 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. @ 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. Bludg. If you have to use one as a melee weapon. of varying sizes. Slash Slash Pierce Bludg. Bludg. Club. or iron. Also. @ Fist A standard medium-sized person does this much damage when punching someone. Baton. Tomahawk A small hatchet. 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). bronze. but also suitable for delivering poison. Pierce Bludg. Range 15 ft 10 ft 20 ft 30 ft 20 ft Proficiency Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Martial Exotic Note -4 -4 S. or stone. they are cheap. although you could beat someone with a rock if you really felt like it. iron. Boulder These are normally thrown. bronze. copper. Slash Bludg.5 STR bonus damage. Rock.
com Patric Mitchell (order #2310125) 1 . this is the weapon favored by stylish cave-men. When you throw a net. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. this is two lengths of wood joined by a piece of rope. Although this weapon does little damage. it takes two rounds to fold the net and make it ready to throw again. Grain Flail Also called the nunchaka.Stone Mace A rock on the end of a stick. Thus. Used two-handed. However. but provides a very powerful attack. For a full round action. Blowgun A hollow tube that shoots darts. Although it is fragile. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. powered by the user’s breath. Adds +1 damage and +10 ft to the range increment. Escape Artist 25 and Strength 30. Commonly used in each hand as a two- weapon fighting style. The net can also be destroyed with 10 points of slashing damage. it does allow ranged trip attacks. the sling is not particularly easy to use. and cannot charge or run. Bolas Three or four weights joined by cords. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. Although it is thrown. Net A net is used to entangle enemies. but the heavier. it only has Close range but you can use a shield in the other hand. This weapon could also represent a firehardened spear. it is so light it does not receive a STR bonus to damage. although such a primitive weapon should do only 1d4 damage. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. Atlatl Used to throw a spear. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. The DCs increase to Concentration 20. Is primary purpose is to kill small game or deliver poison. a DC 20 Escape Artist check can escape the net. Sling A simple leather cord that launches rocks or stones.worldofprime. After it is thrown. or dart. you can throw it. Simple to make. can move at only half speed. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. Used one-handed. it can’t be used by Undead or constructs. With an Exotic Weapon Proficiency feat it can be used in one hand. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. a DC 25 Strength check can burst it. but cost 1 cp each. it can inflict surprising amounts of damage in the right hands. javelin. Stones are free: lead bullets grant a +1 to damage. expensive and difficult to maintain. Dart A bit of feathered wood tipped with stone or metal. Spellcasting requires a DC 15 Concentration check. Crude but effective. In a pinch. hard to learn. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. make a ranged touch attack. bound with leather thongs.
D.Wild Weapons These weapons require less metal and less metal-working skill to produce. iron and steel are most common. Scimitar A wickedly curved sword. Greataxe The massive double-bladed axe of legend. Silver maces are particularly popular in areas infested with Undead or lycanthropes. Bludg. Light Mace A heavy weight on the end of a wooden handle. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. However. 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. silver. Bronze. the scimitar is hard to use correctly. Anyone that knows how to use a knife can use a shortsword. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. the length and versatility of this weapon grants a +1 to AC when used in melee combat. or adamantium are all equally suitable.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . E @ S S T. this long. mithril. @ Dagger A favorite of back-stabbers and poisoners. they are not necessarily less effective. Anyone with a STR less than 12 should not even try to wield this weapon.worldofprime. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. but can occasionally dish out tremendous damage. @ 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. wizards and pacifists. cold iron. 7 Ye Olde Shoppe www. Melee Dagger Shortsword Light Mace Quarterstaff Battleaxe Scimitar Greataxe Longspear Lance Glaive Pike Whip Cost 2 gp 10 gp 5 gp 2 gp 10 gp 15 gp 20 gp 5 gp 10 gp 8 gp 8 gp 1 gp Weight 1 lb 3 lb 6 lb 4 lb 6 lb 4 lb 15 lb 9 lb 10 lb 10 lb 15 lb 1 lb Hands ½ ½ ½ 2 1 1 2 2 2 2 2 1 Damage 1d4 1d6 1d6 1d6 1d8 1d6 1d12 1d8 1d8 1d10 1d6 1d3 Critical 19-20/x2 19-20/x2 x2 x2 x3 18-20/x2 x3 x3 x4 x3 x2 19-20/x2 Type Pierce Slash Bludg. but stone. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. Quarterstaff A favorite weapon of priests. copper. 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.
10.5 STR bonus to damage). Pike Both the Swiss and the Macedonians used this weapon to deadly effect. Glaive A shortsword on the end of long stick. These weapons are cheap enough to equip whole armies with. allowing three ranks of men to attack at once. Composite Shortbow. Typically matched with a large shield and used in Phalanx formation. With an opposed Strength check you can block the target’s movement away from you. meaning it strikes 15 ft away. you can either pay out more rope (up to the maximum of 30 ft).com Patric Mitchell (order #2310125) 1 . The glaive is a Reach weapon. meaning it strikes 15 ft away. or follow them. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). let go of the rope. At closer range it imposes a -4 to hit (the Reach feat can remove this). Unlike other reach weapons. Improved Composite Shortbow Damage Cost Weight Min STR 1d6+1 75 gp 4 lb 12 1d6+2 150 gp 5 lb 14 1d6+3 225 gp 6 lb 16 1d6+4 300 gp 7 lb 18 Improved Composite Longbow Damage Cost Weight Min STR 1d8+1 100 gp 5 lb 12 1d8+2 200 gp 6 lb 14 1d8+3 300 gp 7 lb 16 1d8+4 400 gp 8 lb 18 Lasso Make a ranged touch attack to lasso a target. although the Macedonians called it a sarissa. Like other polearms. Normally it is used in Phalanx format. They can be used at both ranges with no minus. but do not threaten those areas. it cannot be used against targets that are closer. Although the lance is listed as requiring two hands (and receives x1. The rope can be escaped the same way a net can. Under any other condition they impose a -4 to hit. just like throwing any other unsuitable weapon).Longspear The weapon of the Greeks: the spear taken to its greatest perfection. Longbow The ancient recurve bow and the more modern longbow. it can be Set against a charge. Often the blade is curved for better cutting power. and can be Set against charging foes. you can use a shield in the other hand with no penalty. the lance inflicts double damage. If you fail the check. or 15 ft. it is not intended to be thrown (apply a -4 penalty. Whip Whips are difficult to use. but allow both Trip and Disarm attacks at 5. The weapon has double reach. Shortbow. With an Exotic Proficiency feat. The lance has double-reach. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). Composite Longbow Made of bone and sinew to improve its strength. If the mount is charging.worldofprime. It can be Set against charging foes. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. However. Lance Lances are only intended to be used from the back of a mount. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus.
Dire Flail One to three spiked balls attached by chains to a metal haft. Longsword The staple of heroic weaponry. but knowing you can hurt anything is sometimes worth the price. this weapon has several heavy flanges of iron or steel at the end of a short metal handle. they can also be extremely effective. intended to kill horses or break open shield walls. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. Making this weapon requires even more technical skill than making longswords. Bastard sword An extra-large longsword. Bludg. these weapons can be expensive. Slash Pierce Slash Bludg. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. 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. Warhammer A heavy hammer with a spike on the back. Slash Any Bludg. the longsword is both effective and stylish. and gains a +1 to hit whenever it is used against a target wearing metal armor. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks.Civilized Weapons Like much else of the civilized world. It packs the greatest wallop of any Simple weapon. steel ball on an iron chain. overly complex and difficult to use. Morningstar A spiked. Greatsword A massive sword used in both hands. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. designed to pass all possible forms of Damage Reduction: one of steel. Bludg. one of Alchemical Silver and one of Adamantium.com Patric Mitchell (order #2310125) 1 . It costs 10. This weapon is specially designed to defeat heavily armored foes. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. T D. Properly employed. one of Cold Iron. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. Rapier A very thin blade primarily used for stabbing. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. D S.000 gp. 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.worldofprime.
worldofprime. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. 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.com Patric Mitchell (order #2310125) 1 . It can also use prodds as ammunition. It provides a +1 AC when used in melee combat. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning.Halberd A hammer. blade. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). spike and hook all on the end of a pole. The simple point-and-click interface makes it suitable for anyone to use. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). 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. It is so heavy and dangerous to use that it requires military training. or Piercing. Heaver versions can be reloaded with a winch. doing 1d6 Bludgeoning damage. The halberd is particularly effective against cavalry. Slashing. Sai This over-sized fork is designed to disarm and defend. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks).
Masterwork shields cost an additional 50 gp. Tech The technology level needed to make this kind of armor. Hide. This may be a blacksmith. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). DR. you lose the shield’s benefit to AC for the round you attacked with it. Escape Artist. that the spell will fail and be wasted.Armorer’s Shop The next visit is always to the armorer’s shop. because they are cheaper. but their only benefit is to reduce the Skill Penalty by 1. or both. and -5 ft for creatures that normally move 20 ft per round. Move Silently. However. and stacks with the failure chance of the armor you are wearing. especially against highly armored targets. plus 5% per point of Skill Penalty. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. Special Qualities Masterwork armor costs an extra 150 gp. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. If you hit. -10 ft for creatures that move normally move 30-40 ft per round. 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. There is a base 5% chance. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). but increases the Max DEX Bonus by 1. when you run you only triple your normal speed instead of quadrupling it. Skill Penalty This penalty is applied to certain skills checks: Balance. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. make an opposed STR check to knock your foe back 5 ft. Shields inflict a failure chance of 5% times the AC bonus. use the worst modifier for shield or armor. but the proprietor will have only slightly less prestige than the weaponsmith. HPs (Shields) Damage Reduction and Hit Points. Climb. The skill penalty for shields and armor stacks together. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. The Tower shield imposes a limit of +2. 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. a leatherworker. Sundering the enemy’s shield is a valid tactic. Sleight of Hand and Tumble. Proficiency The ability needed to be able to effectively wear the armor. Jump.worldofprime. Bash (Shields) You can bash your foes with some shields.com Patric Mitchell (order #2310125) 1 . Higher technology societies will still use the lower level armors. Make a touch attack and deal 1d3 Bludgeoning damage.
It has hardness 15 and 20% more hit points than normal armor.500 gp Weight 10 lb 15 lb 30 lb 20 lb 30 lb 35 lb 25 lb 30 lb 50 lb 50 lb AC +1 +2 +3 +3 +4 +6 +4 +5 +7 +8 Move Penalty Y Y Y Y Y Y Max DEX Bonus 8 6 4 5 3 1 4 3 0 1 Skill Penalty 0 0 -3 -1 -4 -6 -2 -4 -7 -6 Proficiency Light Light Medium Light Medium Heavy Light Medium Heavy Heavy Tech Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Shields Shields Rattan Round Target Tower Buckler Heater Kite Cost 1 gp 3 gp 7 gp 30 gp 7 gp 9 gp 20 gp Weight 3 lb 5 lb 10 lb 30 lb 5 lb 8 lb 15 lb AC +1 +2 +3 +4 +1 +2 +3 DR 3 5 5 5 10 10 10 HPs 2 3 5 10 0 2 5 Skill Penalty -1 -1 -2 -10 0 -1 -2 Tech Primitive Primitive Wild Wild Civilized Civilized Civilized Note Bash @ @ Bash Bash World of Prime © 2009 M C Planck 12 Ye Olde Shoppe www.worldofprime. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Only metal armor and shields can be made from mithril. It is always Masterwork quality. fire. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. or cold). but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). Armor Armor Cloth Leather Hide Studded Leather Scale mail Banded mail Chainmail Breastplate Half-plate Full plate Cost 5 gp 10 gp 15 gp 25 gp 50 gp 250 gp 100 gp 200 gp 600 gp 1. Only metal armor and shields can be made from adamantium. The cost is twice as much as a Masterwork suit of ordinary material. leather. has DR 20 and 33% more hit points against sundering attacks. and is always Masterwork quality (with all associated benefits). The cost is 2. It is always Masterwork quality. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors.Special Materials Silk is half the weight of normal cloth. The cost is 1.000 gp per AC for a shield). It has hardness 4 and 20% more hit points than ordinary. or studded armor. electricity.com Patric Mitchell (order #2310125) 1 . Dragon hide armor is always Masterwork quality.000 gp per point of AC protection (or 500 gp per AC for a shield). hide.000 gp per point of AC protection (or 1. Silk armor costs 150 gp plus 25 gp per point of AC protection. Dragon hide: if you were crazy enough to wear it. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. you could make any kind of armor out of dragon hide. Mithril armor is half the weight of normal metal armor.
com Patric Mitchell (order #2310125) 1 . It corresponds to the Roman lorica segmentata. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. metal-plated leather boots. Scale mail Overlapping scales of metal mounted on a leather backing.Cloth Cloth folded. Bulky.”) Breastplate A cuirass or chest-plate made from a single piece of metal. suitable for executioners or fancy-dress parties. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. This armor is weighty but extremely flexible. The Bucket helmet is a Norman cap with cheek plates for more protection. A Norman metal cap with a short nosebar comes with it. like Scottish kilts or the Greek linothorax. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. It includes a Bucket helmet. individual articulated fingered gauntlets and sabatons (metal boots). Not normally found in non-primitive societies. it is the best armor primitive societies can make. Includes a full Bascinet helmet. The helmet is often a skinned and cured animal head. The head is protected by a good hat. this armor consists of strips and plates of metal. Includes a Barbute helmet. Studded Leather Disks or studs of metal sewn to a leather backing. Chainmail Small loops of metal wire intermeshed together. but excellent protection. This kind of armor is often Masterwork simply for the style factor. Masterwork Half-plate only costs 750 gp. and the best nonmetal armor available. but better than nothing. Heavy shoes and light leather (or silk) gloves complete the outfit. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. However. Not very good armor. which makes it inferior to many other forms of armor. Hide Armor made from cured animal hides. Small vambraces and greaves help protect the arms and legs. Half-plate Plate armor. complete with fangs and glass eyes. sewn and stitched into armor. which is good enough for most warriors. clumsy and hot. and still allows a +1 DEX bonus. Comes with a stylish leather hood. with greaves and vambraces for the legs and arms. A tunic covers the arms to the wrists and the legs down to the knees. with the joints and gaps covered by chainmail. like scale mail. This armor is extremely heavy but can be manufactured by low skilled workers. the more flamboyant the better. A separate coif covers the head and neck. The leather gloves might have studs sewn into the back of the hand for decoration. Heavy. Leather Armor made from cured leather. (Note: in some realms this armor is referred to as a “Chain Shirt. This also represents soft leather armor like jackets or coats. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate).worldofprime. often by boiling it in wax to make it hard. This armor does not allow a DEX bonus.
originally designed for horsemen. cannot be used from a mount. Tower shield A moveable wooden wall. and does not allow more than a +2 DEX bonus to AC. Vikings were allowed up to three shields in a duel.com Patric Mitchell (order #2310125) 1 . rectangular. often diamond shaped. by resizing the armor to custom-fit the wearer. Target shield A larger. A warrior will need a new one for every battle. Sturdy and strong. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon. heavier kite-shaped version of the Heater. imposes a move penalty if you don’t already have one (just like Heavy armor). such as square. the tower shield imposes a -2 to all attacks. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). because they came apart so quickly under the weight of battleaxe blows. this is a warrior’s best friend. it doesn’t hold up to abuse very long. sturdier wooden shield. Rattan shield Made of wicker-weave. Even so. round. This wood has been hand-sawn and carefully warped to maximize strength and durability. At that point striking the shield is as easy as hitting a wall (AC 10. Comes in many shapes. Still. it may be worth something to force your foes to demolish your shield before they demolish you.worldofprime. The shield is sometimes asymmetrical. Strong and light.after the armor is created. oblong. although your attacks will be at a -1 if you do so. or diamond. extending down the left side to cover the leg (since the other leg is protected by the horse). Advanced versions will have a metal boss and rim to make them last longer. +4 for no DEX bonus). Buckler shield A small metal plate originally worn as an elaborate belt-buckle. but only if you give up your attacks and cower behind it. Heater shield A normal sized shield made of metal. The shield can be used as Cover. Kite shield A larger.
Since individual mounts will differ slightly in size and strength. any barding and the rider.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Some creatures have to be fed meat. tack. but very slow. Cheap. not including stabling fees. you can just assume an average of 150 lb. including all of his armor and gear. and since larger warriors will pick the larger mounts. Horses are valuable tools and status symbols.worldofprime. 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. Ox Immensely strong. and not noted for its loyalty or obedience. One ox can feast 500 men. Many of these creatures are dangerous combatants in their own right. *Flying mounts cannot carry a Heavy load. Feed The cost per day to feed the animal.Stables Every upscale adventurer needs a fancy horse – or better. effective labor. Carry This is the Light load for the creature. Refer to the Monster section in the SRD for their abilities. 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. and you can eat them if you have to. Small characters average about 50 lb. Remember to add the weight of saddles. Donkey Includes llamas. due to being for a Medium creature instead of for a Large one). The last three in the table are trained for war. Horses Mule A cross between a donkey and a horse. but you can put pack saddles on them too (the pack costs and weighs ½ as much. Also good eating. 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. Strong but not so fast.
but they can survive off bread and scraps. and thus their ownership might require legal permission or social status. Some of these mounts can only be found in certain geographical climates. Warpony Tougher and sturdier than an ordinary pony. Courser The Arabian hot-blooded racing horse. These creatures can be trained to fight as a pack. however.000 gp 7. Draft horse A huge. these animals are suitable for hobliars: men who ride to battle but dismount to fight. Dire Wolf. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. the meat is as tough as old shoe-leather. 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.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. however. Ridgebacks and Newfoundlands. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. it makes an excellent mount. suitable for pulling plows or wagons full of ale. Dogs will eat meat if they can get it.000 lb 1. heavy Clydesdale. Wolf Includes large war-trained dogs like German Shepards. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Deinonychus The only really suitable riding dinosaur.000 gp 9. as they tend to be uncontrollably violent.Pony A small horse. Huge. Palfrey Traditionally a woman’s riding horse. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3.com Patric Mitchell (order #2310125) 1 . strong and willing to fight. Dire Boar Like their smaller cousins. One solution is the Animal Friendship spell. or a good working horse like the American Quarter-horse. only larger and meaner. usually ridden by halflings or children. At least they are cheap to feed – they’ll eat anything. They don’t make good eating.500 lb Boar These animals make good war mounts because they like attacking things. could be problematic. Fast and vicious.000 gp 3. It is unlikely that any civilized society would employ these creatures.000 gp 4.000 gp 4. Destrier The legendary warhorse.worldofprime. Convincing one not to eat you. or can be ridden by Small characters. All of these creatures are trained for battle. trained for war.
its AC is one lower (16). partly due to their Chaotic nature. their ownership is likely to be restricted to certain social groups by law or tradition. Although they only eat as much as a horse. and able to detect Evil at will. These even more exotic war mounts are not necessarily available in any given area. rather than fly to some place of safety where its rider might be healed. This is due to careful training.000 gp 4. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. griffons are powerful combatants in their own right. Shorttempered. These animals are exceptionally intelligent and will remember and resent ill treatment. but its HPs are higher. Griffons will only eat meat.worldofprime. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). or an act of enslavement.000 gp 8. with bad sight and terrible hygiene. and since they cannot fly blind.000 gp 5. Also suitable for large giants to ride. the griffon will likely continue to attack on its own. Even if they are. dragging and lifting logs with their powerful trunks. Griffon A cross between a lion and a bird of prey. these aggressive creatures make excellent war mounts. 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. they tend to charge at the drop of a hat. they are effectively chained. so using them as mounts is either voluntary on their part. Elephant Bowmen in the howdah will defend the creature from spearmen. Hippogriff A bizarre cross between horse and bird.Rhinoceros Large enough to carry ogres or hill giants.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. and its talons do 1d4 damage. This creature fights like a Hawk.000 gp 4. 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. Giant Eagle These creatures are intelligent.com Patric Mitchell (order #2310125) 1 . Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. if you can get them to stop eating your grooms. If their riders are incapacitated in combat. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. they cannot undo these avian bridles. Because the birds lack hands. because they are the fastest and strongest flying mount possible. Can also be used Flying mounts to perform considerable manual labor. no matter how much money you have to spend. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. Pegasus The legendary winged horses are the most prized of all aerial cavalry. They are also intelligent. so they will only be found in Good societies. and lots of it. while the driver directs it to trample anything in the way.
This is the price per year to lease or maintain a stable for a horse. Riding checks are -4 without a saddle of some kind. or plough. exotic animal like an elephant or triceratops. 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.com Patric Mitchell (order #2310125) 1 . and Flying mounts can’t wear Medium or Heavy barding. Rather than a bit in the mouth. 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. Grants a +2 Circumstance bonus to Ride checks. reduce the cost/weight by ½. Allows the mount to carry up to ½ its Light load in equipment and gear. Be sure to protect that valuable addition to your stables. paved. the blindfolds snap shut. Exception: the howdah is already weighted and priced for a Huge. Necessary to allow the animal to pull a wagon. Provides cover for 4 Medium or 8 Small characters (Huge mount only). these are blindfolds over the eyes. If the rider is not actively manipulating the reins. you can’t dismount without spending 2 rounds untying yourself. or otherwise civilized roads. On the other hand. No mount can use a shield. Necessary once a year for horses or other hoofed animals being ridden on packed.worldofprime. but still leave room for a rider. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. Allows the mount to carry its full Heavy load in cargo. causing almost any creature to stop moving. so for Medium ones. There is no place for a rider to sit. sleigh. Barding comes in all the same forms as armor.
1 story 30 x 40 ft.000 ft 30 ft tall x 20. 2 stories 50 x 80 ft. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. 1 story 50 x 50 ft. 3 stories 500 x 500 ft. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. Occupancy This is the number of people who can live comfortably in the building. Rent is typically 5%. 3 stories 350 x 350 ft. 3 stories 500 x 500 ft. AC Bonus This is the amount of military defense the structure adds.000 gp 50. 1 story 50 x 80 ft.000 gp 1.000 gp 500.000 ft 20 ft tall x 10.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 5. 1 story 20 x 20 ft.000 gp 400. 2 stories 200 x 200 ft.000.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. The mason’s guild is the place to go for buildings. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 ft 40 ft tall x 20.com Patric Mitchell (order #2310125) 1 . While individuals can use any wall as cover or concealment. roads. entire military units can gain this AC bonus when fighting other armies.000 gp 1. Cost Maintenance on a building is approximately 1% per year.worldofprime.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. 2 stories 20 x 20 ft.000 gp 200. 1 room 50 x 50 ft. 1 story 100 x 100 ft. fortifications and other improvements.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. 1 story 20 x 20 ft.000 gp 500. as well. 1 story 250 x 500 ft. 3 stories AC Bonus +1 +1 +1 +0 +2 +3 +3 Tech Primitive Primitive Wild Civilized Civilized Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Fortifications Cave Cavern Barracks Bailey Gatehouse Tower Keep Castle Citadel Fortress Wooden wall Stone wall Great wall Legendary wall Moat Cost 100. In times of war or emergency.000 gp 100. 4 stories 150 x 150 ft.000 gp 100.000 gp 1.000 gp 4.000 gp 10. 3 stories 15 ft tall x 4.000 ft 10 ft deep x 1.000 gp 5.000 gp 250.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft.000 gp 15.
1 story 100 x 100 ft. 1 story 80 x 100 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. Cavern Huge caverns with many artificial tunnels and additions. possibly with a loft. Unless you can employ dwarves or magic. Cave A natural cave complex. wattle and daub.000 gp 5. adobe. Barracks Quarters and furnishings fit only for soldiers. 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. 2 stories 200 x 250 ft. 3 stories AC Bonus +0 +1 +2 +4 +5 +3 +6 Tech Primitive Primitive Primitive Wild Wild Civilized Civilized Material Wood Wood Wood Stone Stone Wood Stone Businesses Tavern Inn Shop Large Shop Warehouse Academy University Cost 1.000 gp 500.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 1 story 150 x 200 ft.000 gp 50. Another 20 people can sleep in the common room in front of the fire. roofs vary from thatch. beams. 1 story 50 x 70 ft. Walls are made from everything to logs. with three to five rooms.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. wine cellars.000 gp 200 gp 500 gp 300 gp 5. or brick. Inns have larger rooms of higher quality.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft.000 gp 200. 1 story 250 x 250 ft. House A basic house.000 gp 50. size.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 2 stories 350 x 350 ft. you can’t actually build a cave. usually on a large estate. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. separate kitchens.000 gp 2.000 gp 50. or 2 Huge animals. 2 stories 200 x 200 ft. The gate is thick wood strengthened by iron bands. slate. House construction varies according to the technology and civilization. Tavern. 2 stories 50 x 80 ft. depending on quality. sod.worldofprime. and location Manor A two-story building with three to five rooms per floor. Palace Luxurious accommodations for nobles and their servants. Obviously houses vary considerably in value. Bailey A wooden fort surrounded by a 10 ft tall log wall. 10 Large. 2 stories 40 x 50 ft. Murder-holes allow the 20 Ye Olde Shoppe www. shingles and tiles. dirt. Cottage A two-room hovel. Apartment Renting a room in a Manor house. Mansion Three stories. with extravagances such as ballrooms. trees 50 x 80 ft. sawed planks. 1 story 50 x 80 ft. The price reflects its value.
Great wall The capitals of nations are defended behind these 30 ft tall. libraries and a kitchen. surrounded by a 15 ft wall with battlements. with apartments for the staff. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. Gatehouses are normally incorporated into larger fortifications. but can also be a free-standing structure. A drawbridge over your moat is only 1. Men in armor and siege engines will find it difficult to pass. Moat A 10 ft wide and deep moat around your castle. the thick wooden gate is faced with stone. Sept A main hall for worship and several apartments suitable for acolytes to live in. 15 ft tall and 3 ft thick. Cathedral A massive structure built to impress and awe. The finest touches the society can afford will be used: marble floors. classrooms. usually adorned with statues. Fortress Two layers of walls. Chapel A stone hall. Temple A large stone hall. For 5. There are apartments for the priests in the back. Often attached to a castle or wall. 10 ft thick stone walls. made sacred by years of ceremony. It includes a simple wooden gate. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. Wooden wall A wall of upright logs.000 gp. and the stone overhang helps protect the gate from siege weapons.000 gp. with multiple towers and gatehouses. Castle A larger. 21 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 .000 gp you get an iron portcullis. student dorms and perhaps a few shady groves for holding debates.worldofprime. Large Shop A small shop such as a tailor’s or bakery. Stone wall A stone wall 20 ft tall and 5 ft thick. for 2. however. Citadel A massive castle.defenders to attack from above. including storage space and a private well whenever possible. University Lecture halls. professor's housing. they can be built in narrow passes or on bridges. Academy Apartments. A city of a square mile will fit in this amount of wall. Sacred Grove A natural cove of trees. A large shop serves as a general store or factory. For an extra 1. gigantic spires and often a bell tower or two. stronger keep. 15 ft thick stone walls. with a 20 ft outer wall linking six to eight towers and two gatehouses. The gatehouse is usually staffed by up to 40 soldiers during a battle. stained glass. Keep A strong stone keep with 15 to 25 rooms. with four towers and a gatehouse. and battlements on the top. Shop. each 30 ft tall. Tower A four-room stone tower with an interior winding staircase. A moat increases the effect defense of any structure by +1.000 it is covered by a layer of iron. It includes a simple wooden gate.
Farmland is developed land. The road is clear and level.000 gp 100 gp/mile 1. Land in prime locations may cost much more than the listed price. This is a 100 ft wide dam. plowed. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1.000 gp 10. either because the soil is poor or there is little irrigation or rainfall. Plateaus or mesas will be valued as flat land of the appropriate type. The first three rules of real estate are location. Strong and wide enough for 2 heavy wagons sideby-side. A double-wide column of troops. but no one will buy it until it has been shown to be safe to live in. so even civilized realms will still contain many forests. not counting any buildings or improvements. strong and wide enough for only one wagon at a time.com Patric Mitchell (order #2310125) 1 . Allows a barge to be pulled or poled along. location. or wagon wheel.” that is. In many societies land will not be for sale to non-nobles. A square mile of fully developed prime farmland would cost 3.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. or one in each direction. It is also within an hour’s walk of a fortified place that can protect the farmers. its productive value in either crops or lumber is small. but unsurfaced. traveling is difficult. A simple beam design. However. and the weather is generally wretched. in bad weather it can become impassable. especially in cities. fenced and properly watered. Every city needs a forest close at hand to supply firewood and building materials. or a single wagon. This is how canals deal with hills. animal. hilly land that is usually only suitable for mining. or a wagon in each direction at the same time. The surface is “metaled. otherwise. Also. as it is possible to eke a living out of it. bad weather has little impact on its effectiveness.worldofprime. uncivilized land is free to claim. Larger dams may be beyond the skill of ordinary craftsmen. with enough space to pull over and let oncoming traffic pass. no wagons. tilled. locks are where traffic in different directions can pass each other. Compare this to the price of a magic sword. 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. Nobody is going to labor in the fields unless they feel safe. paved with stones and mortar. Two wagons side-by-side. Swampland is worth something. clear land not really suitable for farming. Bad weather has little effect on highways. Wild. Pasturage is flat. location. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. it’s just pasturage. Forests contain lots of trees which must be cleared before the land can be effectively farmed.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. Highways and bridges may charge a toll of a cp per person. A sturdy arched bridge.000 gp Free x2 Mountains are rocky.200 gp.
DR 5 Garg. the target can negate all damage with a DC 5 Reflex save. which do not require crews and do damage based on the size of the ship. A Siege Engineer can employ 1. Ballista A ballista makes Ranged Touch attacks against targets. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista).worldofprime. to turn the weapon to a new heading requires 10 rounds. They can only shoot 45° to either side of where they are pointing. 20 hps. DR 5 Huge. With a full crew they can fire every 4th round. It also grants a height advantage. 40 hps. 30 hps. Siege Tower A Gargantuan mobile fortification. Warships come equipped with rams. 1d6 arrows strike each target for 1d6 damage. and allows 23 Ye Olde Shoppe www. or anything that moves. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. 30 hps. costs 5 gp). Poisoned or spelltrapped javelins are also a possibility. These siege engines are Huge and require a lot of space. nails. at the place of the siege. They can attack once per round. DR 5 Ram Rams can be operated by ordinary solders.) in addition to the soldier’s wages for the day. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram. but the target can negate all damage by making a Reflex saving throw at DC 5. heavy stones are used. so only one or two can be mounted on large ships. (Optional rule: the operator can add his or her Siege Engineering skill). DC 15 Reflex save for half damage. meaning a Ram can be built in day by an entire army. More commonly they are mounted on a swivel that allows a 45° arc of fire.. but it will still cost you 66 gp of materials (tools. it grants Cover (+4 AC) to the 20 attackers inside it. 100 hps. Catapult. DR 5 Huge. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. rope. 10x10 ft area. 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. For attacking fortifications. it does not receive any bonuses from the operator’s BAB or DEX. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. Normally catapults do not move. Only an immobile target can be attacked by a ram. however. If used against a ship. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. DR 5 Large. etc.com Patric Mitchell (order #2310125) 1 . It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. but they can be dragged 5 ft per round if necessary. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action).Siege Engines Siege engines are often constructed as needed.000 unskilled men at this task.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. however. Hitting smaller than Huge targets requires a natural 20. and the target still gets a Reflex save unless it’s inanimate.
A hundred men can dig 50 ft of tunnel a day. You can build up multiple sapping attacks before triggering them all at once. so destroying a large structure requires immense amounts of damage. Fortification values Inflicting the listed hit point damage to structure creates a breach.000 80 120 160 180 300 450 720 1. Wooden building’s DR is normally bypassed by fire. but the enemy may detect your efforts and take counter-measures. you can either tunnel up into their courtyard. 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). Masterwork buildings have DR +2 and 25% more hit points.500 2. 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. Tunnels. However. if you have men and shovels. Pushing one 10 ft per round requires at least 80 medium-sized creatures.com Patric Mitchell (order #2310125) 1 . allowing entry with no more difficulty than crossing rough ground. More men can’t dig faster. Tunnels and Sapping attacks require an engineer to oversee their execution. Sapping Digging a tunnel is free. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall.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.worldofprime. The extra deck space also allows more soldiers to fight on your ship.000 1. Pushing it faster makes it fall over.soldiers to climb the ladders inside to the edge of the enemy walls. or you can try to undermine their walls. These hit points are normally per 10 x 10 ft section. Once you reach the enemy walls. If built into a ship. but they can dig other tunnels (or protect the diggers from attacks). Siege towers are 40 ft tall.
The animal cannot Run or double move without destroying the travois. with a superior suspension designed for comfort and speed. A Wagon would allow the same horse to pull 1. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. With two draft horses this would only be a Medium load.000 lb of cargo. Four Coursers would allow up to 900 lb as a light load. 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. a Large wagon can have up to eight horses. Chariot Either a fancy surrey with a fringe on top. Or a surrey with a fringe on top. Cart A small two-wheeled cart. One or two horses are normal.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. Carry This is the multiplier for the creature in the harness. that equals the weight of the chariot plus two warriors in full battle gear. you know it’s time to visit the cartwright’s yard and buy a wagon.000 lb as a Heavy load (but the wagon itself already weighs 1. Wagon. However. designed to be pulled by two to eight dogs. This is the only vehicle priced for Medium-sized animals. trying to Run with a wagon imposes a -4 penalty to any Riding checks. Sled A dog sled.000 lb 2. but only on snowy days.000 lb wagon can carry an additional 3. traveling at top speed. so a 1. but you can’t run with it. with anywhere from one to eight horses in front. Suitable for going to Grandmother’s house.000 lb 2.worldofprime. You can push it at 20 ft per round. Only works over snow. Thus. Travios Two poles that drag on the ground from the animal’s back. with a harness for one creature.000 lb). From one to four horses can be attached to a wagon. Trying to Run with a cart imposes a -4 skill check penalty.Cartwright’s Yard When you have so much loot you can’t carry it all. Wheel-barrow A one-wheeled cart with handles. Large Wagon The most efficient pulling mechanism possible.com Patric Mitchell (order #2310125) 1 . World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. all other vehicles assume Large animals.000 lb as a Light load and 3. or an open-faced spiked-wheel war machine. In general vehicles can carry a maximum of three times their own weight. Carriage An enclosed cab. up to four horses can be attached for maximum speed.
at two per 5 ft. often being completely square). as they are built to do this.Shipyard Watercraft are divided into two categories: boats and ships. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. Boarding planks and grappling hooks are included with the price of warships. Move This is the maximum movement per turn or per hour. given deck space and carrying capacity. depending on the severity of the storm. Oar-powered vessels can only travel at top speed for an hour. Watercraft cannot Double-Move. inflicting x3 this much damage results in effectively complete destruction. Each medium-sized passenger is the equivalent of 200 tons of cargo. HPs The number of hit points of damage the vessel can take before sinking. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Archers can occupy the deck. Crew. Remember to count the weight of any passengers (but not the crew. Failing by 5 or less inflicts 10–80% damage to the ship. Weathering a storm is a DC 10 to 30 check. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. Boats are anything small enough to be carried on a shi. Normally the ship doing the ramming does not suffer any damage. A ram attack does 1 pt of damage for every hit point of the attacking ship. 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. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. ships cannot usually go up rivers. Length The length of the vessel. this means a Trireme will cut a Galley in half with a single deadly lunge. or Charge. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. Almost all vessels have a DR of 5 due to their wooden construction. plus an hour per point of CON bonus of the crew. beyond any chance of repair. Masterwork ships would grant a +2 if you could afford them. Note this is not the complete destruction of the ship but merely compromising its ability to float. Passengers This is the maximum number of passengers possible. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines.worldofprime. Longships. The number of siege weapons that can be mounted based on ship length. Run. The captain’s skill is the most important. failing by more causes the ship to sink. which is already calculated in). Carry How much weight the vessel can carry. Sailing checks are used to control watercraft. Ships can be equipped with siege engines at the expense of useable deck space.com Patric Mitchell (order #2310125) 1 . due to their narrow construction. can only have half as many siege weapons installed. Rams do vastly more damage when powered by a ship. However.
fast sailboat. a simple sail. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1. Powered by oars.000 gp 10. Siege Weapon Ram Ballista Catapult Trebuchet Siege Tower Length of ship occupied 20 ft 10 ft 20 ft 30 ft 40 ft AC If you wind up using this vessel as a fighting platform.000 gp 20. or both. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. since it reflects the vessel’s ability to absorb damage). Cost Maintenance is typically 10% of the purchase price per year. powered by oars. it only has DR 1 but it weighs so little one man can pick it up and walk with it. Rams ignore DR of 5 or less. it has DR 5 but weighs at least 500 lb.com Patric Mitchell (order #2310125) 1 . -2 to all Sailing checks.000 gp 3. Canoe If it’s made out of leather. Fishing boat Big enough to spend all day at sea. Sometimes used as a shiptender (a shuttle servicing a larger ship). Inflicts a -8 to any Sailing checks. Includes a large fishing net. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www.000 gp 15.000 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. Powered by a sail.000 gp 25. Rowboat (-2 Sailing checks) A rowboat or skiff. oars.additional 10 pts of damage per point you beat the enemy captain’s roll by. or long poles used to push against the river bottom. this is how much its defenses are worth to you.000 gp 5.worldofprime. Pinnace A light.000 gp 10. If it’s made out of wood.000 gp 30.
Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age.Barge (-4 Sailing checks) Heavy and durable. with an advanced designed for deep ocean travel rather coast hugging. Powered by a sail for travel and oars for combat. ungainly and slow (-4 to all Sailing checks). or lakes. Not particularly fast or maneuverable (-2 to Sailing checks). Powered only by sails. Keelboat (-2 Sailing checks) A small. this monster galley has three decks of oars. The Keelboat inflicts a -2 penalty to sailing checks. Powered by sails and oars. Under sail power it moves at 20 ft. Warship A sturdier version of the carrack. Still. but it can go up rivers as well as out to sea. it is sturdy enough to cross oceans in. but not particularly sea-worthy (-4 to Sailing checks). Sloop A fine. Galleys might be able to navigate particularly deep rivers. Powered only by sails. Galley (-2 Sailing checks) An open-decked warship. small seas. or sails. May be powered by poles. Its rapid 40 ft movement only applies during combat. but sturdy and carries plenty of soldiers. Trireme The pinnacle of the ship-building craft. with two decks of oars instead of one. When being sailed instead of rowed. flat-bottomed ship powered by sails. Mostly used for shipping cargo.worldofprime. designed for speed and combat durability rather than cargo capacity. oars. but also slow and unmanageable. it only moves at 20 ft.. light sailing ship. fat. Powered only by sails. Barges have shallow drafts and can travel up wide rivers. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. Longship The famous Viking raiding craft.com Patric Mitchell (order #2310125) 1 . so it doesn’t need a loading dock. Bireme A larger galley. or be dragged onto the beach by its crew. Can travel up rivers.
retorts.) Lighting a fire with flint and steel takes 1d6 full rounds. beakers. suffer a -2 to your Wilderness Lore checks. A tin bowl and plate. and provokes AoOs. 10 ft pole. mountebank’s purse. sledgehammer. healing kit: bandages. a fine scale. 50 ft twine. false teeth. wedge. 25% chance of having any given antidote. fish hooks. 5 large sacks. A huge tent.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. Can also be lock-picked open at a DC 15. marked cards. lotions.worldofprime. hair and skin dye.com Patric Mitchell (order #2310125) 1 . waterskin Holy symbol. herbal medicines. Holds up to 12 Medium characters in tight quarters. quill pens. bed-roll. various spell components Pup tent. 1d6 bludgeoning. 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. (Ordinary snares and pits can be made with rope. and a STR 30 check to break free. Houses up to 6 Medium characters. A collection of tools a tradesman needs to perform his job. and can last a lifetime when properly cared for. 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. mess kit. makeup. loaded dice. It also requires tinder. 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. flint and steel. reagents. 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. If you don’t have shelter and the weather turns bad. A Teepee is much more durable than a tent. Bottles. Holy book. Crowbar. Move Silently. Reflex DC 20. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. backpack. several bottles of ink. small steel mirror. Imposes a -4 to Hide checks due to its large size. a shovel and a Wilderness Lore check. twine. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. Pick Locks. magnifying glass. houses up to 20 ordinary people or 1 rich noble. knife. Wigs. mortar and pestle. concentration. elbow and knee pads. Lockpicks. 50 ft of silk rope and soft cloths to wrap your boots in. suitable for eating and cooking on. 5 torches. an hour glass and a small metal stove. hatchet. low wind.
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. 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./ 4 cu ft . Crates (boxes. Luggage Every adventurer needs something to carry or store his loot in.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 . They may also be chained in place. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). and costing an extra 250 gp per lb (but remember. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. mithril objects weigh half as much). or built into the walls/floors of a building or ship. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1.worldofprime.com Patric Mitchell (order #2310125) 1 . Masterwork crates cost an extra 50 gp./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. suffer a -2 to Wilderness Lore checks. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. but it can also result in boxes that are worth more than anything they could possibly contain. This can result in boxes very hard to break into. trunks and chests) often have locks attached to them. Grants a +2 to Wilderness Lore checks near streams or water. See the Locksmith section for details. and have DR+2. Steel crates can be made out of sturdier materials such as mithril or adamantium.
Clay.com Patric Mitchell (order #2310125) 1 . silvered Mirror. unbroken plates. Illumination allows fine work. illuminates a 15 ft radius for 1 hour. but also much more fragile. 7 gal. or any other activities – such as fighting . but holds more.without a penalty. steel Mirror. holds one dose of a potion. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover.worldofprime. but makes an impressive statement in your main hall. 50 gal. Can cover 5x5 ft and burns for 2 rounds. with a stopper. illuminates a 30 ft radius for 1 hour.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. reading. Illuminates a 15 ft radius. A wooden keg. Colored glass is the same price. Silver backing on a clear glass plate. Illuminates 30 ft cone. concentration. Price varies from 50 to 100 gp. Illuminates a 20 ft radius for 1 hour. This is perhaps the most common magical item in the entire world. Comfortable to wear and not likely to break. Not quite as durable or well-made. A masterwork glass grants a +4. Glass. Useful for peering around corners or shaving (but imposes a -2 to spot checks). Lighting a fire with flint and steel takes 1d6 full rounds. Much cleaner image than a steel mirror. low wind. 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. Will not go out in strong winds. Holds fifty candles. It also requires tinder. 1 gal. Too delicate to carry on an adventure. burns a pint of oil in 3 hours. as making small pieces of glass is easier than making single. 1 pint ½ gal. A wooden barrel. 1 gal. Light sources create shadowy illumination in twice the radius they create full illumination. Reasonably fragile. pint Flint and Steel Mirror. 5 gal. Illuminates a 30 ft radius. burns a pint of oil in 3 hours. Holds five candles. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. Stained glass windows are also the same price. or will fuel a lamp for 6 hours. 10 gal. it’s clear glass that’s hardest to make. 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. reinforced with iron bands. in fact. A huge clay jug designed for shipping liquids. Open-faced wooden bucket. and provokes AoOs. Grants a +2 to Appraise checks. Illuminatiorium Light is a preoccupation of workers and adventurers. depending on the magic abilities of the local populace. Illuminates a 20 ft radius forever. with a stopper. burns a pint of oil in 6 hours. Description Made of metal and extremely durable.
A treasure map sells for whatever price the market will bear. More robust than paper. Made from wood and treated leather. If you are lucky enough to find a masterwork tome (for 50-250 gp). Also. often being merely stiff leather. You can double the number of pages for +10 gp and +1 lb. who may not be able to pick it or break into it without making a huge ruckus.com Patric Mitchell (order #2310125) 1 . so that correctly opening the lock does not trigger the trap. Colored chalks are twice as expensive. but chests and trunks are good choices too. Writing the magic formula for a spell requires using magical inks.000 lb Locksmith Traps or Alarms can be keyed to locks. Nobles will often use their signet rings. Protect your valuable scrolls from wear. For twice the price you can get colors other than dull yellow. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. which in many places is also the local magic shop or monastery. Magical traps and symbols can also be keyed to a lock mechanism.Scriptorium The book-seller’s.worldofprime. or one really long sheet rolled up tightly. 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. For the fashion (and weight) conscious wizard. The price depends on rarity and quality. quality and color of illustrations. but heavier and more difficult to write on. This is enough ink for 100 pages. The bindings are rarely as sturdy as spell-books. A steel trunk with a good lock can foil amateur thieves. parchment Spell book. A book like this can be tied or buckled shut to the point of being waterresistant. Holds up to 7 single loose sheets. Useful for making magic circles on stone floors.50 gp 1-5 lb Map 1 . paper Book. 25 gp 1 lb 10 . or triple it for +20 gp and +2 lb. A goose quill. colored inks are twice the price. not including the price of the materials. it will provide a +2 to a specific Knowledge skill check. Let everyone know who sealed this letter. breaking into a locked chest is a good way to ruin the contents. Price varies depending on number of pages. Per page. A map is a double or quarto-sized piece of parchment. cut to the right length. prepared by a secret process known only to mages. A sheet of scraped lambs-hide. A single sheet of paper. bound in leather. and each spell requires 1 page per level.000 gp 2. A Masterwork library is x5 as large and grants a +4. bound in leather. Grants a +2 on all Knowledge checks. 100 blank paper pages (50 sheets). and popularity of the manuscript. tear and water.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. Doors are the most obvious place to put locks. so that forcing the lock triggers the trap. 100 blank parchment pages (50 sheets). Plain white chalk. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. A collection of at least 500 books. This price is per page.
Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. Drilling out locks that are too hard to pick.com Patric Mitchell (order #2310125) 1 . Inflicts 1d4 Slashing damage. Inflicts no damage.Lock Basic mechanism Simple lock Average lock Good lock Superior lock Bell alarm Silent alarm Blade trap Cost 5 sp 1 gp 2 gp 5 gp 25 gp 1 gp 10 gp 7 gp Weight 1 lb 1 lb 2 lb 3 lb 4 lb 5 lb 5 lb 7 lb Description DC 15. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. Cutting wood to build a siege engine. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. 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.worldofprime. Digging for treasure. makes a loud noise Reflex DC is the same as the lock. Handling things too dangerous to touch. If you’re really worried about people breaking them. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). are effectively impossible without a suitable tool. Reflex DC 20. 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. but may inject a poison. Hammering nails or pitons. but halve the DR of stone. picks do 2d4 damage. and DC 25 to pick. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. enough to eventually crack even steel chests. doors and windows. Smashing anything. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. Prying open small boxes. Large. Masterwork tools cost +50 gp and grant an additional +2. using a crowbar to force open a door or chest). Cutting soft metal. Most tools can be used as an improvised weapon. a sledge can do 2d6 damage. Tunneling. Bits of metal suitable for picking locks. Used against an immobile object. Nailing shut coffins. 1d4 bludgeoning and a STR 20 check to break free. if roll is failed. such as digging a ditch or making firewood. Suitable for medium creatures. DC 26 STR to break. two-handed tools will do 1d6 damage. Also for making air holes. use mithril(+9 DC to break) or adamantium (+14 DC to break). Reflex DC is 5 lower than the lock. Digging for treasure in hard soil. DC 30 Escape artist to slip out of. Most of the cost is in finding a blacksmith who will make them without asking too many questions. If a 4 is rolled for damage. Cutting through hard metal… slowly. reflects any mechanism that requires a special key or tool to operate. Chopping down doors. Many tasks. Can also be lock-picked open at a DC 15. Keys are custom-made for a given lock.
1 hit point. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. or enslaving giants. benches. hit points 30. Useful for cracking open small boxes under controlled conditions. unbroken plates. couches. shoes. gourds. or carved stone. DC 11 to break. it can be burst with a DC 24 Strength check. or weapon-racks. rough wood Furniture. Chain has a hardness of 10 and 5 hit points. bookshelves. 2 hit points. With satin or leather coverings.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. this rope grants a +2 on all rope-related skill checks. Hardness 10. wardrobes. it can be burst with a DC 23 Strength check. silk. hit points 1. coat-. Useful for blocking rivers. puts on a performance of ringing bells each hour. Empty your boat. Ye Olde Shoppe www. adventurers will mostly drop them on people. Needs to be wound once a day. wine closets. dragging ships. ship. Inexpensive and durable but nigh-immobile. Turn a roaring fire into an inferno. 10 ft Chain. Smiths use them as a platform for hammering and shaping metal. A huge lump of cheap pig iron. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). Held together by ropes. Requires 2 men to operate. cupboards. Folds up to only 10 ft long. Furniture Mart Furniture prices are for a typical piece. Rarely made out of exotic materials. Civilized technology. hemp. Remember to attach a rope before throwing. 10 ft Twine. Made with pins. even in wealthy houses. DC 16 to break (Masterwork is DC 20). stools. Lets you climb any wall you can throw something over. stringing lutes. or mine of water. as making small pieces of glass is easier than making single. Effectively Masterwork. tables. DC 50 to break (Masterwork is DC 54). polished wood Furniture. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. it’s clear glass that’s hardest to make. wrought iron Furniture. 50 ft Rope. Colored glass is the same price. Exquisite works of art or antiques can cost much. 50 ft Rope. 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. Some examples are: beds. in fact. nails and glue. chairs. has to be turned once an hour. 4 hit points. Societies that can’t make glass use conch shells. needs to be filled twice a day. much more. However. chests of drawers. hat-. Stained glass windows are also the same price. hamming pitons takes 1d6 rounds and makes noise. Hardness 8.worldofprime. or catching fish. 10 ft Giant chain. 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 . For people who can’t climb ropes. Can only support 20 lb. Do you need to ask? Ropes and Chains Wire. but useful for tying up parcels. Wild technology. or enslaving pixies.com Water clock Mechanical clock Furniture.
Salt cellars were items of status.000 lb Description A large wooden bowl. Cookery Mixing bowl Fireplace spit Stewpot Griddle Fire pit Cost 1 sp 1 sp 5 gp 2 gp 1 gp Weight 2 lb 2 lb 10 lb 10 lb - Fireplace Brick oven 25 gp 100 gp 1. A porcelain bowl. with a handle and possibly a lid. or wine glass. Usually made out of silver. one drinks soup straight from the bowl. or glass. so occasionally it’s useful to know how much it costs. without a handle. A large iron pot. pepper. Used for roasting over an open fire or in a fireplace. Stores salt. While this meant the house was always smoky. A wooden cup. or other spices.worldofprime. heater and gathering place. Well-to-do peasants have a stone fireplace in their house. A pottery plate. A wide-lipped wooden bowl. so they were elaborately carved and often gilded. which almost always meant a good knife. or live without baking. A porcelain plate. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. The smoke went up and through the thatched roof. Made out of pottery. Vikings had a hole in the middle of their dirt floor to hold their fire. Made of silver. it also helped protect the thatching from insect damage. Medieval diners brought their own silverware. A thick. A large silver tray with a domed cover.com Patric Mitchell (order #2310125) 1 . which serves as kitchen. brandy snifter. instead. Suitable for baking bread. square plate made of wood. A large bowl. A crystal champagne flute. Poor people either dig a hole in the ground and fill it with coals. pewter (silver mixed with lead). 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.000 lb 1. horn. A flat frying iron to put over a stove or fire.Pottery Kiln Adventurers are always smashing crockery. Gold ones cost 10x as much. A large mug. Spoons are not normally used. made out of pottery. Rich people will have a fancy knife that is useless for anything but eating.
lotion. Already done up in an elaborate arrangement. Clay with a wood stem. A folding knife with a delicate but extremely sharp blade. 1. gong. A fancy stringed instrument. Harder soaps. Price is per page. Who doesn’t need a fistful of these? +2 to Gambling checks. or rouge. marked Throne Cost 5 sp 1 gp 20 gp 10 gp 2 gp 7 sp 1 sp 1 gp 5 gp 5 gp Weight 1 lb ¼ lb ¼ lb ¼ lb Description A pound of soft soap. A huge brass gong that can be heard a mile away. A vial of an exotic scent. A huge. A small metal disk. in a variety of shapes and musical keys. A large. A simple wooden flute with finger-holes. mostly because they don’t use soap regularly.com Patric Mitchell (order #2310125) 1 . Leather stretched over a wooden barrel or box. A small pot of powder. strummed or plucked.worldofprime. Women and men use perfume regularly. too. A stringed instrument that is strummed. but ordinary folk can enjoy a bit of music. Often gold-plated or otherwise ostentatiously decorated. A brass horn. in a variety of shapes. A church bell.000 gp 1. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. carved into amusing shapes.000 lb +2 to Diplomacy/Bluff/Intimidate checks. stringed instrument that is plucked. dye. 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. audible several miles away. or bell that rings when struck. Luxuries Everything an adventurer needs to live in style. A flute with mechanical keys. Useful for losing or telling fortunes.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes.Music Shop Mostly of interest to bards. Can also represent violins. delicate mechanism that plucks strings (rather than hammering them like a modern piano). haven’t been invented yet. The use of soap is restricted to semi-annual occasions. loaded Deck of cards Deck of cards. it only produces one note. +2 to Gambling checks. a concert requires 100 pages. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice.
gloves and a floppy hat. You’ll also need jewelry. burlap-strip sandals. light leather shoes. Wool doublet and jacket with silver buttons. wide-brimmed leather hat. a huge brocade hat. Sturdy leather coat with many pockets and brass buttons. with silver studs and a peacock feather. silk gloves trimmed in lace. Linen tunic and leggings with brass buttons. canvas trousers. lace collar Silk tights Blouse and skirt. gold buttons Silk doublet. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots.worldofprime. Peer 200 gp Adventurer 10 gp Common items Clothing Serf’s burlap tunic Burlap leggings Canvas blouse with leather laces Denim trousers with brass buttons Fine linen tunic with brass buttons Cheap woolen leggings Fancy linen blouse Wool jacket and trousers. at least a signet ring. Magic rings not included. brass buttons. Gems and jewelry are extra. gold buttons. silk trousers. a woolen cloak trimmed in fox fur. a velvet hat trimmed in fox fur. silk purse with gold clasps. lace trim Evening gown. heavy leather belt with a brass buckle. woolen trousers. belt with a brass buckle. with gilded lace Wool mittens Cost 1 cp 2 sp 15 sp 3 gp Cold-weather gear Heavy doubled burlap poncho Sheep-skin coat with brass buttons Rabbit-fur cloak lined with linen Wool coat w/silver buttons and fox fur Lion-fur cloak with gold buttons and a gold brooch clasp Heavy leather coat. demin. lace trim and pearls Ceremonial Robes. stout leather boots trimmed in squirrel fur. Canvas tunic and leggings with fired-clay buttons. rabbit fur trim Accessories Canvas belt with wooden buckle Leather belt with a brass buckle Fancy suede belt with a silver buckle Silk sash with a gold and pearl clasp Cost 2½ sp 12 sp 6 gp 16 gp 60 gp 20 gp Cost 1 cp 2 sp 10 sp 5 gp 15 gp 2½ gp Cost 1 cp 5 cp 2 sp 2 gp 15 gp 1 gp 4 gp Cost 5 cp 1 sp 1 gp 10 gp World of Prime © 2009 M C Planck 37 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . clay buttons Burlap peasant dress Fancy demin dress Linen dress. Burlap tunic and leggings with wood buttons. silk sash and long silk slippers with gold studs. linen tunic with fired-clay buttons. silvered and feathered Brocade head-piece. light leather boots. Silk doublet and jacket with gold buttons. heavy leather belt and suede boots with silver buckles. fox-fur Silk slippers w/ mink High. lace gloves. as is the crown. 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. a lion or bear fur cloak. silk. linen pouch. with rabbit-fur ear flaps Velvet chapeau. suede purse with silver clasps.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.
or fancy dress parties depending on the material. usually made from cotton or wool. An ordinary dress. Worn by men and women. Materials Burlap Canvas Cost 1 cp 2. it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers. the best quality. finely woven for fancy clothes. Depending on the locale.5 sp Lbs. May be soft-soled (like moccasins). A long shirt that hangs beneath the waist. Extremely fancy gowns use two or three times as much cloth. Linen 1 gp ½ 1 Velvet Wool 2. rough cloth made from jute or vegetable fibers.Custom Items Item Blouse Tunic Doublet Vest Leggings Trousers Smock Skirt Dress Gown Fabric/yards 1 2 4 1 1 2 2 1 3 5-15 Description An ordinary shirt. Elegant. ½ 1 Yard 1 1 Description Cheap. possibly with a pocket or two. or gems. Hats range from the practical to the absurd.com Patric Mitchell (order #2310125) 1 . usually made from cotton. A handbag or pouch worn on its own strap. Sheep’s hair.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. Linen is made from the flax plant. Often made of fur to show its value. protection. A short skirt. worn with a blouse or tunic. A difficult and expensive weave. Generally leather. or other academics. or even steel-toed for greater protection. hard-soled with wood. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. 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. impractical footwear. and have jewels sewn into the fabric. for cold weather. A fancy. like pants. soft. Long robes suitable for priests. worn in the front to protect your clothes while working. May be trimmed with furs. possibly with buttons. This might also represent a high-grade cotton or medium-grade wool. Leg-warmers and wrappings. although the styles are different. Leather shoes with wooden soles. wizards. Anything from leather work gloves to silk opera gloves. A heavy duty cloth. High leather boots. Small enough to hide under your other clothes. A gown suitable for fancy dress parties. Often called denim when made soft enough for clothing. silks. and is soft enough to make bedsheets out of. pouches and scabbards. Pants. May also be a poncho (a blanket with a hole cut in it). Waist-length coat. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). Used for decoration or as a baldric to hold a scabbard. or velvet.worldofprime. A winter garment A more primitive and exotic winter garment. feathers. Kingly head-pieces can consume two to five times as much fabric. lined tunic. which can be used as materials for tailoring or treasure. Good for holding things. and be studded with rare furs.
stronger leather such as bull-hide. Buttons and clasps made from gold or silver and set with jewels. A rare and exotic fur. A thimble of metal. specially grown and treated. Used for turning thread into cloth. Silver or gold thread is 1 gp to 10 gp a spool. A wild fur. you can always add more.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. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Trimmings Do not include Trimmings as part of the price for calculating creation times. fine leather. However. goat. The complete fur from a large animal such as bear or lion. A rare and exotic fur. Enough trim for a lace collar or neckline. The fur of one small domestic creature such as a rabbit or squirrel. Normally a steel needle. Handmade with complex patterns and exacting detail. There is about ½ a sq. Fine wool yarn will cost 1 sp per skein.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. it will be made of bone. Smooth.worldofprime.com Patric Mitchell (order #2310125) 1 . Feathers from ordinary birds. the tailor normally buys these items from other suppliers and merely adds them to the outfit. harder to obtain. harder to obtain. 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. Soft. double or more the ordinary labor cost for the item. 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. here are some prices for objects they’ll never use. Buttons and clasps made from wood. Buttons and clasps made from gold. The most prized of all cloths. A wild fur. Buttons and clasps made from fired clay or carved stone. Thicker. yards. But in case they don’t. A cow will produce 2 sq. Silk intricately woven with patterns of silver and gold threads. Buttons and clasps made from brass. light leather such as calfskin or sheepskin. yard on a sheep. a bull will produce 3. Sewing Shop Adventurers will probably resort to magic to repair their clothes. Used for turning fibers into thread. or ceramic. strong and comfortable in heat or cold. or calf. A thin. in primitive societies. Buttons and clasps made from silver. wood. The fur of one small domestic creature such as a rabbit or squirrel. Feathers from rare and exotic birds. Prices will vary wildly depending on local availability.
all you can drink Beer. 1 seat Tavern bard. Rich vagabonds can live in high style for 5 gp a day. goose liver pate. 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. and carry the risk of being arrested during a police raid. depending on local rules. with a side of vegetables A slab of steak or roast. 1 evening Tavern wench.com Patric Mitchell (order #2310125) 1 . goblet Champagne. mug Wine. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. 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. private performance Musical troupe. Normal adventurers will spend about 1 gp per day. Exotic mount Cost 1 cp 2 sp 5 sp 2 gp 1 sp 2 sp 1 gp Entertainment Entertainment Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Puppet show. 1 night Courtesan. 1 evening Private circus. with pastries Roast capon. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. warhorse Stable and Feed. chicken or mutton and cheese Pork platter. 1 song of your choice Bard. glass Brandy.worldofprime.Inns and Dens Most adventurers will spend most of their time on the road. 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. if you like it Mummer’s farce. Illegal entertainments are twice as expensive. Dining in stray inns and odd taverns is often an adventure in itself. Poor travelers can expect to spend 1 sp a day. stein Ale.
Even Evil priests will only fleece their flocks for what they can afford. they can heal. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. 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. if you are a member of an opposed religion. and will generally put them ahead of you in line for his spells. Another standard ceremony is the weekly casting of a divination. without a good or bad reputation. attempting to foresee and prepare for any catastrophes in the next week. blizzards and plagues. cure. The prices below assume you are a stranger. “Are we going to be invaded this week?” This is equally valuable for earthquakes. as long as he’s invited to the banquet (and paid for his spell). Life-saving spells will be subsidized (except for the material component) even to peasants. If you are of the same faith.com Patric Mitchell (order #2310125) 1 . obtaining their services is always a personal favor. Few faiths practice baptism. starting a new business. or building a house are also frequent requests for a blessing. Cities or Royal courts will strive to have a Cathedral. Weddings and funerals are the most common ceremonies.Temples Priests play a huge role in society. raise the dead. and of the same basic alignment (Good or Evil). tidal waves. while others will let the temples freely compete for the public’s approval. and a sick one might make others sick. then the price will be adjusted according to your need and your ability to pay. acting as a witness for the community. Spell-casting Pricing spells at a temple is problematic. with the incredible benefits a 9th level priest brings (like Raise Dead). Some communities of mixed faiths will legally compel priests to treat all comers. and doesn’t have to leave his temple to do so. Not only are they wise. the local rulers are stretched to the limit maintaining peace between competing faiths. they charge more for spells that don’t obviously advance their cause.worldofprime. and tell when you’re lying. Equally often. predict the future. However. Imperial cities or metropolises might have several Cathedrals of different faiths. casters over 9th level are exceedingly rare. On the other hand. Rulers everywhere will seek the support of the local clergy. Ceremonies Priests often officiate at ceremonies. except in those places where the rulers are the local clergy. Obtaining other spells will require a Diplomacy or Bluff check. Keep in mind that the priest already has a full-time job healing and curing his flock. Invariably he will take the opportunity to preach his faith to a captive audience. Conversely. Towns will almost always have a Church and a caster who can Remove Disease. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. The prices also assume the priest can cast the spell any time in the next 24 hours. tornadoes. A dead peasant can’t work. at government established rates. Launching a ship. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. The priest will perform the ceremony for free. and in any case they usually wait until the child reaches adulthood to claim them for the faith. the rulers and the gods. with at least one first-level priest in attendance. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. plus any material components). Double the price for house calls or quick service. Most villages will have a Shrine. never a transaction in gold. then even Good churches might refuse to help you at any price.
or local materials. they’ll sell it to you for the cost to make it. Particularly invaluable for ordinary accidents or work-related injuries. or arctic ice shelves. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn.com Patric Mitchell (order #2310125) 1 .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. Obviously you can only get this at the appropriate temple. Not so obviously.worldofprime. If you have a good reason. Usually priests will have a little of this on hand. Repeat castings of this spell are the cheapest way to heal. A handful of Novices means that women no longer die in childbirth. be prepared for an Evil priest to try and cheat you out of rare magic items. If you really want to put your mother’s favorite vase back together. it takes all day. for adventurers they like. Useful for people who feel they may be straying from the path. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. they consider it a waste of magic. Usually cast on an object such as a bottle of wine. For those who can’t wait for natural healing. Also. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. volcanic islands. Evil priests still want Holy water: they have Undead problems. Usually hand-made by the local priest. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. Often prescribed for chronic conditions such as over-eating or partying too hard. 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. for those too cheap to pay for magical healing. Includes an hour of analysis and counseling. To settle private disputes or seal contracts. Simple folk believe the effect lasts longer than a few rounds. Only 1 point of healing. just in case. Usually cast at ceremonies like weddings or baptisms. The local priest may also refuse to heal trouble-makers or violent folk. artistic quality of workmanship will vary considerably. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. or the priest may have to file a report with his superiors or the local ruler. However. 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. however. However. too. meaning they can’t cast any other spells. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. hoping that having to heal naturally will force them to rethink their life choices. Priests don’t usually like to make potions. if you wait long enough. 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. Restoring ability damage that will probably go away on its own. but it stops all bleeding. Generally only available in extreme climates like deserts. the ability to ignore the effects of weather for an entire day could be important during blizzard season. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. cheap metal. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. they’re willing to make an exception. Be careful what you talk about.
com Patric Mitchell (order #2310125) 1 . you can have it cast on whatever object you want. but if you buy the spell from the priest. Most priests have several copies of this on a scroll. You still have to come up with the material component. Usually only used by law enforcement to search for stolen goods. However. it is illegal to buy private divinations. This is the same price as an Everburning torch. The priest will not spy on people who scare him. This is the level at which priests can begin making magic weapons and armor. or himself. Diplomacy/Bluff check to explain why you need to spy on someone. so you need to make your own arrangements for the return trip. too. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. The color of the light will be tinted towards the priest’s alignment. Shopkeepers have a legitimate right to protect their premises. You’ll have to pay for all of them. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). For custom colors. 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. Don’t even bother with the Bluff check. However. Then it’s an expensive trip to the local priest. cause. In some places this spell is standard practice at funerals. for emergencies. Good luck explaining why you need to hide an object from Scrying for 8 hours.000 gp +500 gp 500 gp +500 gp 100 gp 50 gp 500 gp Raise Dead Scrying Mark of Justice Plane Shift Works for events up to a week distance. expect to pay a lot more. 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. However. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. superiors. Just remember – he’s not coming with you. his church. Fix almost any ability damage and negative level drains. In some places. expect Good priests to put non-lethal spells into their glyphs. or wizards. so you can read your ancient documents without letting the priest read them too.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. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. like his rulers. don’t expect them to sell items to members of different faiths. Chances are the priest isn’t familiar with anyone you want to talk to. state. Expect to pay for the scroll if you are in a hurry. Priests often waive their part of the fee for those who have died in the service of the faith. or defense of the community. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Not as useful as you’d think. see a Wizard. If you need the attention of a higher-ranked priest. though. The priest is not going to bother his patron for anything less than the safety of the community.worldofprime. In many cities. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. He may choose to impose an additional penance as a condition of the atonement. If the spell fails. Remember that the priest is going to hear your questions and answers. expect to pay a stiff fine. The priest is going to know what you did. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. Certainly not for you. The advantage to this spell is that it can be cast on you. And if you let a child set it off. Expect a lecture on the foolishness of playing with Undead. and b) contagious.
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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Centipede Venom. Any alchemist who can make a poison can also make the antidote (at the same difficulty level) – unless for some reason the materials simply aren’t available. Slashing attacks grant a +2 on the save. the poison is expended. but even in those tribes it is probably illegal to use poison on a fellow tribesman. Spider Venom. Only a single dose can be applied to a weapon at a time. Piercing attacks are best for delivering Injected poisons. Wyvern Antitoxin Cost 10 gp 50 gp 30 gp 3 cp 12 gp 100 gp 10 gp 9 gp 5 sp 1 gp 20 gp 150 gp 1 gp 2 gp 5 gp 20 gp 21 gp 70 gp 300 gp 1 gp Type Contact Contact Contact Ingested Ingested Ingested Ingested Ingested Inhaled Inhaled Inhaled Inhaled Injected Injected Injected Injected Injected Injected Injected Ingested Fort DC 14 20 16 11 13 15 14 20 11 11 16 18 11 12 14 18 18 24 17 +5 Primary 1d4 DEX 1 CON 1d6 CON 1 WIS 1d4 CON 1d10 HPs 1d8 INT 1d2 STR 1 INT 2 WIS 1d4 CHA 1d4 WIS 1d2 DEX 1d2 STR 1d4 STR 1d6 STR 1d6 DEX 1d6 STR 2d6 CON Secondary 1d4 DEX Daily 2d12 HPs 2d4 CON Death 1d10 CON Sleep +2 CON 2d4 CHA 2d4 WIS 1d4 HPs 1d4 CON 1d6 STR 1d6 DEX 1d6 STR 2d6 CON - World of Prime © 2009 M C Planck 47 Ye Olde Shoppe www. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. Wasp Venom. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. and is relatively safe. in which case it is permanent. and Bludgeoning weapons cannot use Injected poisons.com Patric Mitchell (order #2310125) 1 . Masterwork poisons cost x5 as much and have a save DC that is 2 higher. for private use). 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.worldofprime. technology and skills available. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). Exposure to water. The one constant is that they are almost always illegal (at least. depending on the materials. unless the saving throw was critically fumbled (a natural 1). extended sunlight. Primitive tribes will equip their soldiers with poison. or other environmental effects will also ruin the poison.Poisons Poisons vary wildly from area to area. Ability damage is temporary (it returns at the rate of 1 per day). Snake Venom. Worm Venom. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). After the first successful hit. to make up for their lack of metal weaponry. Scorpion Venom. These poisons are selected because they have no strong flavor or smell.
all temporary damage from this substance is recovered 24 hours later. While under the effect of this poison. Venom. the effects of the stupid things you did while you were drunk may have permanent consequences. and makes the user extremely boring. you do not heal through non-magical means. Mage-slayer oil So-named because mages have few HPs. Leaves tell-tale painful red blotches for days. If the damage doesn’t kill him. At least they’re tasteless. but it will make you easier to kill. The potion has a very subtle onset. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. mildly addictive. However. Good lucking finding a Wyvern to milk.worldofprime. Once a concentration has built up the victim must suddenly make his saving throw. Venom. Has a distinctive. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. The effect lasts for up to an hour. you can take it beforehand. make a DC 15 Will save to avoid becoming addicted. The first successful save ends the curse. This also means you do not recover temporary ability damage without magical help. so it can't be turned into an Ingested poison. Centipede Cheap but not terribly effective. not ordinary earthworms. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. Spider It probably won't kill you. each time you use it. This poison can occur on its own. Night-watch Used as a sleep-inducing medicine. Scorpion/Wasp/Worm Harvested from giant-sized insects. in the sense that it makes one almost immune to pain. Alcohol Unlike other poisons. Ergot Made from improperly stored grain. Wyvern One of the most fatal poisons known. Flower of the Poppy Smoking this substance increases CON. However. 48 Ye Olde Shoppe www. unconsciousness lasts for 8 hours. brings on hallucinations and sometimes death. the substance is highly addictive. Snake You don't even have to kill the snake to make this poison. Venom. Ironically.Ivy paste Concentrated past of everyone's least favorite ivy. Venom. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison.com Patric Mitchell (order #2310125) 1 . Does not inflict secondary damage. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage. stimulates appetite. Multiple doses of the same antitoxin do not stack. acrid smell. he’s free – until he starts smoking again. it was probably invented by a mage. you can be across town establishing your alibi when they collapse. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. Venom. Mercury's Curse Made from the liquid metal. this poison requires a save once a day. It is pleasantly narcotic. the victim probably won't realize he's been affected until too late. so if you know in advance what poison you are likely to suffer. although you can take several different ones. With a little planning. hard to detect doses over a period of time. Worm poison is made from brightly colored giant maneating worms. Arsenic Can be administered in small.
Slaves. on the other hand. In some areas this may be a legal restriction. with salaries or land holdings. Freemen are merely poor. Peers are major nobles and heads of state.worldofprime. use bits of wood as buttons. Slaves are so poor they eat porridge twice a day and nothing else. Fittings For furniture. Double this expense if you are maintaining an ordinary-sized family. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. no maximum. of course. The Artisan class represents upper-level craftsmen such as Experts or above.000 gp 400 gp Food Porridge Bread Chicken Mutton Pork Beef Beef Cloth Rags Burlap Canvas Linen Wool Silk Leather Fittings None Wood Clay Brass Silver Gold Brass Lodgings Barracks Cottage House Manor Mansion Castle Inns Lifespan ½ ¾ 1 1 1 1¼ 1 Slaves are wretches whose lives are misery and degradation. Cloth The kind of cloth normally associated with this station in life. there is. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. higher ranks will be expected to live and entertain more lavishly. of course. clothes. Nobles are ranked individuals.Lifestyles An approximation of the various qualities of life that people can expect. Serfs are poor and oppressed. The Noble class is the 1st rank of nobility. and various academics or businessmen like bankers and importers. they can usually afford something else for dinner. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. Food A representative example of what you could find on their dinner table. and Serfs may well have family heirlooms of silver. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. Lifespan The effect this lifestyle has on the average lifespan of an individual. but their life span is often cut short by the nature of the work they do. The figures for the Peer class represents the minimum amount a head of state would spend. Expense How much it costs per year to maintain this lifestyle. dishes and general house-wares. They eat well and wear first-rate equipment. Adventurers. while peasants eat porridge for breakfast and lunch. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2.com Patric Mitchell (order #2310125) 1 .
bone dice for the grownups. After age six or so they will be expected to work for a living. Animals are normally kept in the barn. at least for the adults. and parents may be harsh. with a well-thatched roof. Wood is too valuable to waste. This is a hard life of constant labor. possibly with beer. damp caves. Canvas tunics with fired-clay buttons. hats and purses. due to work and war. Soft shoes made of leather. Dinner and sometimes lunch is bread and mutton. Chicken or fowl once a week. and you’re lucky to get it. or leaky huts for the rest. An ordinary House. Children may have well-made toys of wood. in cold weather. Linen with shiny brass buttons. A scrap of bread or cheese is worth fighting for. Children are well-fed. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www.worldofprime. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. stone. not for any expectation of profit. People living in these conditions suffer a penalty of -2 to all attributes. porridge twice a day. There is time and energy left over to think about improving one’s lot in life though education or investment. An occasional trip to town to see the mummers or bards. Children are prized and generally given some kind of education until early adolescence. pork and beef on holidays and special occasions. cast-offs and scraps. but with cheese or bread for dinner. ruined hovels. they will be sent to institutions of higher learning. Story-telling around the fire. or clay. Chores abound for everyone. If possible. Ale in the tavern once a week or so for the more well-to-do. filthy Barracks for the lucky ones. Ale in the tavern on weekends for the men. Dances and dinner parties on regular occasions. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. A Manor house with rooms for servants as well as family. Guildmasters and such are expected to feast their lesser workers several times a year. Tunics of burlap or other coarse fibers. Winter wear may be a blanket with a hole in it.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. Buttons and clasps are made of wood. either of clapboard. Odds and ends of rope or string serves for belts and ties. Children are a burden on families this poor. a piece of meat is worth killing for. the feet are wrapped in rags before putting the sandals on. if not well-clothed. Soft boots with gloves. Hobbies such as philosophy and art can be a part of enjoying life. or musical instruments to practice on. Ale is served with dinner.com Patric Mitchell (order #2310125) 1 . leaving little time for self-improvement (characters cannot learn new skills while working as a serf). Dinner is often bread and chicken. Life-expectancy is only 32 years. Life-expectancy is 64 years. Crude wooden toys for the children. A Cottage for the family. Children may have pets such as ponies or cute little dogs. Footwear is limited to sandals made of burlap straps. but normal family relationships are possible. Rags. Life-expectancy is 48 years. Only the fact that the slave-owner stands to profit from them keeps them alive. Tightly packed. but only for their education. usually shared with chickens or other farm animals. but flavored with vegetables. Beer is served with dinner once a week or so. Tea is served at meals. but only once a week. Life-expectancy is 64 years. Children are often put to work in the family business. sewing and knitting circles for the women. Shoes are just more rags wrapped around the feet.
Bards and other entertainers will be brought in for special occasions. but XP is thicker than blood. alcohol is a good source of calories too. Bread is often white. usually pork. Well-made. Living on the road. Each outfit consists of many items. gambling and drinking. or monster attacks. Silk and fur. and baked or sweet desserts are common. as every adventurer knows. Good luck with that. half a chicken for lunch. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. dancing and partying every night. Courtesans. A popular saying is.com Patric Mitchell (order #2310125) 1 . Adventurers don’t have families. A Mansion with rooms for family. buckles and threads are used liberally. The study of literature or politics is often a required activity. hawking. Lifeexpectancy is nominally 64 years. capons cooked inside turkeys. Stray odds and ends may be found in their heavy-duty packs. Peer Food Clothing Quarters Family Fun Effects 2. servants and entertainment such as ballrooms or music rooms. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. Hunting. Mixing with the commoners exposes you to infiltration. Children are valued assets of the State.worldofprime. every night. Wine is served with dinner. Gold buttons. in taverns and inns. Life-expectancy is 64 years. like a formal academic robe or a fantastic hat. Also. “Blood may be thicker than water. jewels may be incorporated into clothing as well as jewelry. Children are expected to carry on the family legacy. Adventurers are notoriously restless and easily bored. They will be educated in their chosen profession. they have parties. exotic fish. Imported wines are served at special occasions. Wool with silver accoutrements. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). Adventurers generally buy private rooms or suites for their party.000 gp Every meal is a gourmet event.000 calories a day. and in many places. This means meat at every meal: bacon for breakfast. such as dress jackets and gloves. not just brown. Bread and meat are served at every meal. such as fine roasts. Meat is always available. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. Wine is served with every meal.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. you can’t trust the water. diminishes your mystique. In other words. Peers hire other people to study literature and politics for them. and only frightens the locals. High boots made for walking. Life-expectancy is 80 years. war. or pork wrapped in bacon and served on ham. Dinner parties at other noble’s houses almost every week. ignoring events such as assassination. Only the pressures of war interrupt the peerage’s pursuit of pleasure. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. and a slab of steak for dinner. Slippers made of impractical materials. sturdy clothes of durable materials. Nobles eat like Americans.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. A Castle. musicians. who are fiercely loyal to each other.
this usually only applies to military men. no matter how hard they try. hired to stand around more than to fight. such as holidays and gifts. Hide. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. as they do not trust their employers to place the same value on their personal advancement as they do. however. This explains why soldiers rarely support families. can be quite high. especially if the lord wants them better armed than their own meager resources can provide. meaning they can spend their skill points on useful skills like Wilderness Lore. This is the basis of the feudal system: everyone owes their position to their patron. The employer may also deduct ¼ of the worker’s pay for room and board. This means that although the capital outlay of maintaining a body of men. Traditionally. which keeps the workers in line and the patrons in charge. quarters and supplies. Soldiers. Spot. will freely accept this deal. who prefer to own and maintain their own tools. the actual amount of gold distributed to the soldiers can be quite low. Thus. However.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. but it quite often applies to soldiers. and the fact that they tend to die a lot. Lancers are good enough to equip with horses or other exotic. because they know their lord depends on them. Workers who work for a daily wage will tend to be poorer than those with regular jobs. This usually does not apply to craftsmen. Again. Corporals and Sergeants provide basic leadership. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw. expensive equipment. Squires are warriors almost equal to Knights. they do trust their lord to advance them. Privates form the backbone of most armies. Everyone starts with one Simple weapon proficiency. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. they may have racial proficiencies or skill bonuses. craftsmen usually prefer to spend that money on luxuries like clothing and food.com Patric Mitchell (order #2310125) 1 . non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. you can still use these tables to reflect common soldiers of different quality. Also. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. Most workers cannot get ahead on their own. additional proficiency feats costs 1 skill point. In addition. who are expected to occupy fortifications as part of their duties. a Guard could use a simple weapon. the employer can deduct ¼ of the worker’s pay by providing his tools. The yearly wages include the expected bonuses for long-term employment. or Barbarian). Well. including arms. Finally.worldofprime. Craftsmen almost never accept this arrangement. Guards are little more amateurs. the employer may deduct ¼ of the wage if he provides for their advancement. if they fight well enough. or Move Silently. Light Armor and Shields. Warrior. The table shows skills and feats for humans. If you are not using Apprentice grades.
Viscounts and Marquis expect to be second in command and possibly heir to the land. so they have the proficiencies of their class and the attributes suitable for a hero. 2xFeats Attributes Daily Pay 1 sp 1. and this requires treating them well. one gives them land to manage and accepts their fealty in return. and can have a few attributes that are higher. Employing nobility over the third rank is unlikely. as will the costs for their personal retinues. much higher. if you are hiring spell-casters or spies. 2x Feats 6. house. They receive their money directly from the tax collector. DEX.Attributes Normal attributes are 10 each. 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. 2x Feats 9. but do not think this means you can stint on the cost. The one advantage soldiers have is that they do not pay taxes. All of these individuals have a full class rank. 14 16. Thus. 12 14. room and board. you could potentially pay a soldier as little as 10 gp a year. after all.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. instead. or advancement.12 The cost for employing ranked warriors is much. Soldiers who have invested in training and practice are sturdier fighters.000 gp 2. You can reduce their pay by providing the necessities for them. and entertain high-rank nobility for a year. 12 14. These are almost always STR. 14. 2x Feats 12. Maintaining their loyalty is always necessary.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. Men and women of Peerage rank (6th or higher) are not usually employed. WIS. or even CHA. Feat 3. these stats can also be INT.400 gp 2.com Patric Mitchell (order #2310125) 1 .800 gp 3.600 gp 2. equipment and advancement will be extra. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection.200 gp 1. The rates below represent how much it costs just to feed.200 gp 3. 14 16. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3.600 gp 4. although it will still cost you close to 40 gp a year to maintain him. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. However. or CON.worldofprime.
The yearly cost already assumes all of those days. Skill Points These are the number of skill points the worker has spent on his chosen profession.75 sp 1. as you aren’t raising your next generation yourself. Synergy. 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. Poor societies will have mostly Apprentice level workers. that means you need to find new slaves when these wear out. this number represents how much it costs to keep a slave and his family alive. or tougher. you’ll have to pay him for those days as well. WIS. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. The type of workers that make up the bulk of the workforce is determined by the government and economic model. Also. or 16 in the appropriate attribute. Farmers tend to pay 1/3 of their income in taxes. usually levied as fees on services like grain milling or imports. Skill Level This is the final skill level of the worker.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 30 gp 60 gp 120 gp 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Taxes 10 gp 20 gp 40 gp 10 gp 15 gp 20 gp 30 gp 40 gp 50 gp Ye Olde Shoppe www. Slaves don’t receive pay.5 sp 3 sp 1 sp 1. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. Feat.worldofprime. However. resulting in a larger tax base and superior equipment for their armies. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). Feat 4. counting all of his bonuses. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . pay 1/3 more gp in taxes. stronger. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. Serfs and Freemen will make 1/3 more gp a year. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. but it may be INT. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. If your slaves don’t have families. However. or STR. then your farmers will benefit greatly. Usually this is DEX. and move up one step on the lifestyle table. if your period of employment stretches over any holy days or traditional celebrations.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . 14. while townsmen manage to sneak by with 1/4. CHA. then you can spend half as much and reap twice as much profit. rather. Taxes The profit a lord can collect from the workers that live under his protection. Pay The daily pay is provided in case you want to hire a worker by the day. If your society has regular access to the Plant Growth spell. and other traditional gifts and bonuses.Craftsmen Workers and Craftsmen come in different grades. depending on their station in life.
they will expect the guild standard rate of pay. then you can run a shop for a profit because you can sell goods for more than it costs to make them. potters.worldofprime.com Patric Mitchell (order #2310125) 1 . 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). yoke (3 gp). carpenters. Since most workers provide their own tools. A farm with the Plant Growth spell will produce 33% more crops. If you can purchase an exclusive right. chickens and other raw materials for their own consumption. 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).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. Shops Individual crafts such as smiths. yoke (3 gp).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. This will increase both tax revenues and quality of life for the peasantry. Even if these men or women work in another’s shop. Farms The heart of any medieval economy is food production. Expect to pay special fees and taxes when the local rulers notice you are making a profit. or buy wool). The listed revenue is only the taxable income. meaning a typical wheat farm will make 4 tons of wheat instead of 3. Typically 75% of a medieval population is engaged in agriculture. city fathers. or both. and so on make wages or profits according to their skill and station. 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. sell wine. 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. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. 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). farms will also produce vegetables. there is little reason for them to give you a cut of their paycheck.
be subject to special taxes or forfeitures. It will probably require a license.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. Liquor or gaming licenses may be required.000 lb of beef 4 sq. An inn at a crossroads will do very well. and how much it costs to refine it.000 gp) Capital (100. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. yds of leather 1. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. Although this quality of ore is rare.000 gp) License (?) Operations 200 gp / year Freeman family (200 gp) 400 gp / year Freeman family (200 gp) 5 servants (200 gp) Revenue 400 gp / year Inn 800 gp / year Merchants The buying and selling of goods – as opposed to producing and selling goods – is an unusual business.000 gp Inn (2. iron as a whole is not.com Patric Mitchell (order #2310125) 1 . Using medieval technology. and occasionally be robbed.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .200 gp / year General Store 300 gp / year Importer 1.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. a good miner can produce up to 600 lb of ore a day.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.000 gp Tavern (1.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. at varying expense. The value of this ore depends on its quality. Establishment Tavern Capital 1.000 gp) License (?) 2.000 gp) Operations 120 gp / year Journeyman merchant (120 gp) 160 gp / year Expert merchant (200 gp) 400 gp / year Master merchant (200 gp) 5 Guards (200 gp) 1.000 gp / year Money-lender 5. what kind of ore it is. cause undue suspicion.worldofprime.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.000 gp Gatehouse (10. the same inn on a dank moor will barely survive.Cattle Ranch Mill 1. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.
worldofprime. Mine Iron. In all cases. despite the poor quality of ore. because it was still cheaper and easier than shipping metal all the way from Rome.000 gp / year 10 tons of iron Iron.000 gp) Engineer (120 gp) 4.200 gp / year 50 freemen (6. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. Good miners are hard to come by: they have to be strong. average 3. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. 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 (1.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.000 gp / year 50 freemen (6.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.com Patric Mitchell (order #2310125) 1 . Gold and platinum can be mined at similar rates. The Romans mined ore in English bogs. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.500 gp / year 900 lb of silver Gold 45. but veins of these precious metals are much rarer. tough and brave.500 gp / year 50 slaves (1.000 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. rich 6.400 gp / year 50 serfs (3.000 gp) Engineer (200 gp) 12. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). Viking farmers often mined and smelted their own ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 20 tons of iron Iron.600 lb of ore. mining the ore is the easy part.120 gp / year 50 serfs (3. poor Capital 2.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.
com Patric Mitchell (order #2310125) 1 . but animals require 2% of their weight per day. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs.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. Humans and other medium-sized humanoids require at least 2 lb of oats.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. 10 4 1 1 1 1 1 1 1 1 1 1 1 1 8 2 1 1 1 1 1 1 1 1 Intoxicants Tea (10 gal) Beer (1 gal) Ale (1 gal) Wine (1 gal) Brandy (1 bottle) Champagne (1 bottle) Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Livestock Livestock Chicken Rabbit Goose Goat Sheep Pig Cow Ox Cost 5 cp 1 sp 1 gp 2 gp 2 gp 5 gp 25 gp 50 gp Weight 3 lb 2 lb 15 lb 50 lb 150 lb 250 lb 1. 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. and people will do almost anything to augment it.Bulk Goods Food Hay is cheap.worldofprime.000 lb 2. but animals only require 1% of their weight per day.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. 1 1 1 1 1 0.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. Barley is more expensive. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. Note that you must provide your own containers for these goods (except for bottled drinks). This is a miserable subsistence diet. Warhorses and such are often fed barley because it is easier to carry and more nutritious.
5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.1 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.com Patric Mitchell (order #2310125) 1 .002 gp 0. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.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 2.008 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.2 gp 0.5 sp 1 gp 2.4 gp 0.3 gp 0.5 gp Lbs.01 gp 0.006 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.5 gp 5 sp 5 gp 7.worldofprime.004 gp 0.
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