Compiled Equipment & Spell Services
Armor Armor
Cost
Weight
Improves AC by
Banded Mail
200 GP
35 lbs.
6
Chitin Armor
80 GP
30 lbs.
6
Hide Armor
15 GP
30 lbs.
4
Lamellar Armor
100 GP
35 lbs.
5
Cost
Weight
Improves AC by
Brigandine
120 GP
35 lbs.
4
Oriental Brigandine
180 GP
30 lbs.
4
Chain Mail Armor Armor
Cost
Weight
Improves AC by
Chain Mail
75 GP
40 lbs.
5
Dark Elven Chain
125,000 GP
25 lbs.
6
Elven Chain
125,000 GP
25 lbs.
6
Cost
Weight
Improves AC by
Bronze Cuirass
125 GP
30 lbs.
4
Leather Cuirass
50 GP
20 lbs.
3
Wooden Cuirass
15 GP
10 lbs.
2
Brigandine Armor Armor
Cuirass Armor
Gladitorial Armor Armor
Cost
Weight
Improves AC by
Gallic Gladiator Armor
32 GP
20 lbs.
4
Samnite Gladiator Armor
82 GP
40 lbs.
5
Thracian Gladiator Armor
10 GP
10 lbs.
1
Cost
Weight
Improves AC by
Dark Elven Half Plate
225,000 GP
30 lbs.
8
Dwarven Half Plate
275,000 GP
40 lbs.
9
Elven Half Plate
225,000 GP
30 lbs.
8
2,500 GP
45 lbs.
7
Cost
Weight
Improves AC by
Half Plate Armor
Half Plate Helmet * Helmet
Cap
3 SP
1 lbs.
1
Coif
5 SP
1 lbs.
1
Sallet
5 GP
2 lbs.
2
Helm (Closed)
5 GP
4 lbs.
2
Helm (Open)
5 GP
4 lbs.
2
Basinet
25 GP
5 lbs.
3
Great Helm
30 GP
6 lbs.
3
Leather Armor Armor
Cost
Weight
Improves AC by
Leather
5 GP
15 lbs.
2
Gnomish Workman's Leather
35 GP
15 lbs.
3
Padded Leather
4 GP
10 lbs.
2
Studded Leather
20 GP
25 lbs.
3
Spiked Leather
20 GP
25 lbs.
3
Cost
Weight
Improves AC by
Ankheg Plate
3,250 GP
30 lbs.
7
Bronze Plate
400 GP
45 lbs.
6
Dwarven Plate
337,500 GP
65 lbs.
10
Dragon Scale Plate
23,750 GP
55 lbs.
10
Field Plate
2,000 GP
65 lbs.
8
Full Plate
5,750 GP
70 lbs.
9
750 GP
45 lbs.
7
Cost
Weight
Improves AC by
Dark Elven Ring Mail
14,450 GP
20 lbs.
6
Elven Ring Mail
14,450 GP
20 lbs.
6
100 GP
30 lbs.
5
Cost
Weight
Improves AC by
Coin Mail
10,000 GP
40 lbs.
3
Dragon Scale Mail
150,000 GP
45 lbs.
7
Oriental Scale Mail
240 GP
35 lbs.
4
Scale Mail
120 GP
40 lbs.
4
1,250 GP
30 lbs.
6
Plate Armor
Oriental Plate Ring Mail Armor
Ring Mail Scale Mail Armor
Sea Elf Scale Mail
Shield Shield
Cost
Weight
Improves AC by
Body (Tower) Shield
10 GP
15 lbs.
2 **
Buckler
1 GP
3 lbs.
1
Kote (Oriental)
2 GP
2 lbs.
1
Medium (Kite) Shield
7 GP
10 lbs.
1
Small Shield
3 GP
5 lbs.
1
Splint Mail Armor
Cost
Weight
Improves AC by
Splint Mail
80 GP
40 lbs.
6
Bone Mail
25 GP
30 lbs.
4
* Protects from critical strikes. ** +2 versus missiles *** Worn as sleeves, conferring +1 to AC but still allowing the use of both hands. ~ Helms and Thieves: Thieves suffer automatic penalties to hearing if a helm is worn. The following descriptions include penalties to Hearing and Vision checks. If these rules are not used, the penalties for Vision checks should be ignored; for Hearing checks, substitute a -5% penalty to the thief's Hear Noise ability for each -1 Hearing check modifier (e.g., a -3 to a Hearing check is a -15% to the thief's Hear Noise roll). Open-Face Helmet Vision and Hearing: -1 penalty to Vision checks; -2 penalty to Hearing checks (such helms cover the ears entirely except for a small hole). Closed-Face Helmet Vision and Hearing: When the visor is up, Vision and Hearing check penalties are identical for those of open-face helmets. Otherwise, the visored wearer suffers a -2 penalty to all Vision checks and a -3 penalty to Hearing checks. Great Helm Vision and Hearing: -3 penalty to Vision checks; -4 penalty to Hearing checks.
Barding Light Barding Barding
Cost
Weight
Improves AC by
Leather Barding
150 GP
60 lbs.
2
Padded Barding
150
60 lbs.
2
Cost
Weight
Improves AC by
1,000 GP
70 lbs.
3
500 GP
70 lbs.
4
Dark Elven Chain Barding
95,000 GP
35 lbs.
6
Elven Chain Barding
95,000 GP
35 lbs.
6
80 GP
80 lbs.
3
Medium Barding Barding Brigandine Barding Chain Barding
Ring Barding
Scale Barding
1,000 GP
75 lbs.
3
Heavy Barding Barding
Cost
Weight
Improves AC by
Banded Barding
1,750 GP
85 lbs.
5
Splint Barding
1,750 GP
85 lbs.
5
Plate Barding
2,000 GP
90 lbs.
7
Field Plate Barding
5,000 GP
90 lbs.
7
Full Plate Barding
14,000 GP
90 lbs.
8
Piecemeal Armor Bonus to AC Per Type of Piece Armor Type Full Suit Improves AC
Breastplate
Pauldrons ( Both / 1 )
Greaves ( Both / 1)
Banded Mail
6
3
2/1
1/0
Brigandine
4
2
1/0
1/0
Bronze Plate
6
3
2/1
1/0
Chain Mail
5
2
2/1
1/0
Dark Elven Chain
5
4
2/1
1/0
Elven Chain
5
4
2/1
1/0
Field Plate
8
4
2/1
2/0
Full Plate
9
4
3/1
2/1
Plate Mail
7
3
2/1
2/1
Scale Mail
4
2
2/1
1/0
Splint Mail 6 3 2/1 1/0 * Oriental Armor is the same as it’s western counterpart when determining piecemeal values.
Miscellaneous Equipment Animals Animals Equipment
Cost
Boar
10 GP
Bull
20 GP
Calf
5 GP
Camel
50 GP
Capon
3 CP
Cat
1 SP
Chicken
2 CP
Cow
10 GP
Donkey, Mule, or Ass
8 GP
Falcon (trained)
1,000 GP
Goat
1 GP
Goose
5 CP
Guinea Hen
2 CP
Hunting Cat (Jaguar, etc.)
5,000 GP
Ox
15 GP
Partridge
5 CP
Peacock
5 SP
Pig
3 GP
Pony
30 GP
Ram
4 GP
Sheep
2 GP
Songbird
10 SP
Swan
5 SP
Dog Equipment
Cost
Guard
25 GP
Hunting
17 GP
War
20 GP
Elephant Equipment
Cost
Labor
200 GP
War
500 GP
Horse Equipment
Cost
Draft
200 GP
Heavy War
400 GP
Light War
150 GP
Medium War
225 GP
Riding
75 GP
Pigeon Equipment Pigeon
Cost 1 CP
Pigeon, Homing
100 GP
Daily Food Food Equipment Ale (per gallon)
Cost 2 SP
Banquet (per person)
10 GP
Bread
5 CP
Cheese
4 SP
Common Wine (per bottle)
2 SP
Egg or fresh vegetables
1 CP
Grain / Stabling (per day)
5 SP
Honey
5 SP
Meat for one meal
1 SP
Small Beer (per gallon)
5 CP
Soup
5 CP
Household Provisioning Equipment
Cost
Barrel of Pickled Fish
3 GP
Butter (per lb.)
2 SP
Coarse Sugar (per lb.)
1 GP
Dry Rations (per week)
10 GP
Eggs (per 100)
8 SP
Figs (per lb.)
3 SP
Firewood (per day)
3 SP
Herbs (per lb.)
5 CP
Nuts (per lb.)
1 GP
Raisins (per lb.)
2 SP
Rice (per lb.)
2 SP
Salt (per lb.)
1 SP
Salted Herring (per 100)
1 GP
Spice, Exotic (per lb.)
15 GP
Spice, Rare (per lb.)
2 GP
Spice, Uncommon
1 GP
Tun of Cider (250 gal)
8 GP
Tun of Good Wine (250 gal)
20 GP
Meals (per day) Equipment
Cost
Common
3 SP
Good
5 SP
Poor
1 SP
Ingot Ingots (per bar) Ingot Adamantite
Value 12,750 GP
Bronze
3 GP
Copper
1 GP
Dwarven Steel
25 GP
Gold
2500 GP
Iron
10 GP
Mithril
12,500 GP
Platinum
25,000 GP
Silver
250 GP
Steel
15 GP
Lodging City Rooms (per month) Equipment
Cost
Common Lodging
20 GP
Poor Lodging
6 SP
Seperate Latrine
2 GP
Inn Lodging (per day / week) Equipment
Cost
Common Lodging
5 SP / 2 GP
Poor Lodging
5 CP / 2 SP
Miscellaneous Equipment Belts Equipment
Cost
Belt
3 SP
Girdle
3 GP
Sash
2 SP
Cloak Equipment Good Cloth Fine Fur
Cost 8 SP 50 GP
Clothing Equipment
Cost
Belt
3 SP
Breeches
2 GP
Cap, hat
1 SP
Gloves
1 GP
Gown, Common
12 SP
Hose
2 GP
Knife Sheath
3 CP
Mittens
3 SP
Pin
6 GP
Plain Brooch
10 GP
Silk Jacket
80 GP
Surcoat
6 SP
Sword Scabbard, hanger, baldric
4 GP
Tabard
6 SP
Toga
8 CP
Tunic
8 SP
Vest
6 SP
Footwear Equipment
Cost
Boots, Riding
3 GP
Boots, Soft
1 GP
Sandals
5 CP
Shoes
1 GP
Robes Equipment Common Embroidered
Cost 9 SP 20 GP
Services Services Equipment
Cost
Bath
3 CP
Clerk (per letter)
2 SP
Doctor, Leech, or Bleeding
3 GP
Guide, in city (per day)
2 SP
Lantern/Torchbearer (per night)
1 SP
Laundry (by load)
1 CP
Messenger, in city (per message)
1 SP
Minstrel (per performance)
3 GP
Mourner (per funeral)
2 SP
Teamster w/wagon
1 SP/Mile
Transport Services Equipment Barge
Cost 500 GP
Caravel
10,000 GP
Coaster
5,000 GP
Cog
10,000 GP
Curragh
500 GP
Drakkar
25,000 GP
Dromond
15,000 GP
Galleon
50,000 GP
Great Galley
30,000 GP
Knarr
3,000 GP
Longship
10,000 GP
Raft or Small Keelboat
100 GP
Sail
20 GP
Sedan Chair
100 GP
Wagon or Cart Wheel
5 GP
Canoe Equipment
Cost
Small
30 GP
War
50 GP
Carriage Equipment
Cost
Common
150 GP
Coach, Ornamented
7,000 GP
Chariot Equipment
Cost
Riding
200 GP
War
500 GP
Oar Equipment Common
Cost 2 GP
Galley 10 GP * Movement rates for this equipment are given in the DMG.
Tack & Harness Tack & Harness Equipment
Cost
Weight
Bit and Bridle
15 GP
3 lbs.
Cart Harness
2 GP
10 lbs.
Halter
5 CP
*
Horseshoes & Shoeing
1 GP
10 lbs.
Saddle Blanket
3 SP
4 lbs.
Cost
Weight
Pack
5 GP
15 lbs.
Riding
10 GP
35 lbs.
Saddle Bags Equipment
Cost
Weight
Large
4 GP
8 lbs.
Small
3 GP
5 lbs.
Cost
Weight
5 GP
15 lbs.
Saddle Equipment
Yoke Equipment Horse
Ox 3 GP * These items weigh little individually. Ten of these items weigh one pound.
20 lbs.
Miscellaneous Equipment Miscellaneous Equipment Equipment
Cost
Weight
Backpack
2 GP
2 lbs.
Barrel, small
2 GP
30 lbs.
Block and Tackle
5 GP
5 lbs.
Bolt Case
1 GP
1 lbs.
Bucket
5 SP
3 lbs.
Candle
1 CP
*
Chalk
1 CP
*
Crampons
4 GP
2 lbs.
Fishhook
1 SP
**
Fishing Net, 10 Ft Sq.
4 GP
5 lbs.
Flint and Steel
5 SP
*
10 GP
*
8 SP
4 lbs.
Holy Item (symbol, etc)
25 GP
*
Hourglass
25 GP
1 lbs.
Iron pot
5 SP
2 lbs.
Ladder, 10 ft.
5 CP
20 lbs.
Magnifying glass
100 GP
*
Map or scroll case
8 SP
½ lbs.
Merchant's scale
2 GP
1 lbs.
Mirror, small metal
10 GP
*
Paper (per sheet)
2 GP
**
Papyrus (per sheet)
8 SP
**
Parchment (per sheet)
1 GP
**
Piton
3 CP
½ lbs.
Quiver
8 SP
1 lbs.
Sealing/Candle Wax
1 GP
1 lbs.
Sewing Needle
5 SP
**
Signal Whistle
8 SP
*
Signet Ring or Personal Seal
5 GP
*
Soap (per lb)
5 SP
1 lbs.
Glass bottle Grappling hook
Spyglass
1,000 GP
1 lbs.
Thieve's Picks
30 GP
1 lbs.
Torch
1 CP
1 lbs.
1,000 GP
200 lbs.
Whetstone
2 CP
1 lbs.
Wineskin
8 SP
1 lbs.
Winter Blanket
5 SP
3 lbs.
Writing Ink (per vial)
8 GP
*
Cost
Weight
Large
3 SP
1 lbs.
Small
7 SP
½ lbs.
Chain (per ft.) Equipment
Cost
Weight
Heavy
4 GP
3 lbs.
Light
3 SP
1 lbs.
Cost
Weight
Large
2 GP
25 lbs.
Small
1 GP
10 lbs.
Cloth (per 10 sq. yds) Equipment
Cost
Weight
Canvas
4 GP
1 lbs.
Common
7 GP
10 lbs.
Fine
50 GP
10 lbs.
Rich
100 GP
10 lbs.
Cost
Weight
Beacon
150 GP
50 lbs.
Bullseye
12 GP
3 lbs.
Hooded
7 GP
2 lbs.
Cost
Weight
Good
100 GP
1 lbs.
Poor
20 GP
1 lbs.
Water Clock
Basket Equipment
Chest Equipment
Lantern Equipment
Lock Equipment
Musical Instrument Equipment
Cost
Weight
Good
100 GP
1 lbs.
Poor
20 GP
1 lbs.
Oil (per flask) Equipment
Cost
Weight
Greek fire
10 GP
2 lbs.
Lamp
6 CP
1 lbs.
Perfume (per vial) Equipment
Cost
Weight
Common
5 GP
*
Exotic
25 GP
*
Rope (per 50 ft.) Equipment
Cost
Weight
Hemp
1 GP
20 lbs.
Silk
10 GP
8 lbs.
Cost
Weight
Large
2 SP
1/2 lbs.
Small
5 CP
*
Cost
Weight
Large
25 GP
20 lbs.
Pavilion
100 GP
50 lbs.
Sack Equipment
Tent Equipment
Small 5 GP 10 lbs. * These items weigh little individually. Ten of these items weigh one pound. ** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Thieves Equipment Table Armor Cloth Armor
Cost
Weight (lbs.)
Improves AC by
Legality
Black Bodysuit
10 GP
1lbs.
1
L/S
Nightsuit
35 GP
10 lbs.
2
S/I
Woodland Camo
10 GP
1lbs.
1
L/S
Leather Armor
Cost
Weight (lbs.)
Improves AC by
Legality
Padded Leather
4 GP
18 lbs.
2
L
Silenced Leather
25 GP
20 lbs.
2
S/I
Studded Leather
20 GP
25 lbs.
3
L/S
Spiked Leather
20 GP
25 lbs.
3
L/S
Rogue Weapons Weapon
Cost
Weight (lbs.)
Size
Type
Speed Damage Damage Legality Factor S-M L
Brass Knuckles
1 GP
2 lbs.
S
B
2
1d6+1
1d6
S/I
Climbing Dagger
5 GP
1 lbs.
S
P
1
1d4
1d2
S/I
Envenoming Knife
12 GP
1 lbs.
S
P
2
1d4
1d3
I
Folding Bow
45 GP
2 lbs.
S
P
3
--
--
S/I
Garrote (Cord / Wire)
3 SP
1 lbs.
M
*
3
1d2
1d2
I
Katar
7 GP
1 lbs.
S
P
2
1d3
1d3
L/S
Needle (Syringe)
5 GP
‡
S
P
1
1d2
1
S/I
Sap
1 GP
‡
S
B
2
1d2
1d2
I
Slagknuckle Gloves
7 GP
2 lbs.
S
B
2
1d4+2
1d4+2
S/I
1d6
S/I
Sword Stick / Cane 15 GP 4 lbs. M P 3 1d4 ‡ These items weigh little individually. Ten of these weigh one pound.
Tools of the Trade Item
Cost
Weight (lbs.)
Legality
Arm Sling
3 CP
‡
L
Caltrops (10)
3 GP
1 lbs.
L/S
Charcoal Bundle
2 CP
‡
L
Climbing Spikes (10)
5 SP
4 lbs.
L/S
Crowbar
6 SP
4 lbs.
L/S
False Scabbard
12 GP
2 lbs.
L/S
Folding Saw
2 GP
2 lbs.
S/I
Funnel, Small
3 CP
‡
L
120 GP
1 lbs.
S/I
Grappling Hook
2 GP
2 lbs.
L
Grappling Hook Collapsable
3 GP
2 lbs.
L
Glass Cutter
Grappling Ladder (per 10 feet)
40 GP
8 lbs.
S/I
Housebreaker's Harness
25 GP
2 lbs.
I
Jeweler's Loupe
20 GP
‡
L
Keymaking Set
60 GP
6 lbs.
I
Leather Straps
3 SP
1 lbs.
L
Listening Cone
2 GP
‡
L
Loaded Dice
5 SP
‡
S/I
Lock Chisels (Set of 3)
2 GP
‡
S/I
Marbles (10)
2 CP
1 lbs.
L
Marked Cards
3 CP
‡
S/I
Metal File
5 SP
‡
L/S
Mini Blade
5 CP
‡
L
Scent Vial
5 CP
‡
L/S
175 GP
‡
I
Spyglass
1,000 GP
1 lbs.
L
Tar Paper
1 SP
‡
L
Wire (10 ft)
2 GP
‡
L/S
Wire Cutters
1 GP
‡
L/S
Water Shoes
5 GP
1 lbs.
S/I
Wax Block
3 CP
‡
L
Skeleton Key
Wrist Sheath 5 SP ‡ ‡ These items weigh little individually. Ten of these weigh one pound.
S/I
Acid Item
Cost
Weight (lbs.)
Legality
Strong Acid
75 GP
1 lbs.
L/S
Weak Acid
50 GP
1 lbs.
L/S
Cost
Weight (lbs.)
Legality
Bladed Boots
15 GP
3 lbs.
I
Clawed Overshoes
15 GP
1 lbs.
I
False Heel Boots
20 GP
3 lbs.
S/I
Footpad Boots (Silenced)
8 GP
3 lbs.
S/I
Hidden Sheath Boots
30 GP
3 lbs.
S/I
Hollow Boots
15 GP
3 lbs.
S/I
Boots Item
Gloves
Item
Cost
Weight (lbs.)
Legality
Clawed Gloves
20 GP
1 lbs.
I
Slagknuckle Gloves
7 GP
2 lbs.
S/I
Cost
Weight (lbs.)
Legality
Common Hacksaw
5 GP
1 lbs.
L/S
Superior Hacksaw
20 GP
1 lbs.
L/S
Pellets (Per 10) Item
Cost
Weight (lbs.)
Legality
Flash Pellets
5 SP
‡
L/S
Fuming Pellets
5 SP
‡
L/S
Smoke Pellets
5 SP
‡
I
Hacksaw Item
Toxic Pellets 10 GP ‡ ‡ These items weigh little individually. Ten of these weigh one pound.
I
Rings Item
Cost
Weight (lbs.)
Legality
Hollow Ring
3 GP
‡
S/I
Pin Ring
2 GP
‡
S/I
Razor Ring 2 GP ‡ ‡ These items weigh little individually. Ten of these weigh one pound.
S/I
Thieve’s Picks Item
Cost
Weight (lbs.)
Legality
Average Lockpicks
30 GP
1 lbs.
I
Superior Lockpicks
60 GP
1 lbs.
I
Master Lockpicks
90 GP
2 lbs.
I
Poisons, Venoms, Toxins Item (Per Vial)
Cost
Weight (lbs)
Form
Legality
Blinding Powder
5 GP
‡
Powder
L/S
Botanical (Common)
5 SP
‡
Powder
S/I
Botanical (Exotic)
15 GP
‡
Powder
I
Choking Powder
8 GP
‡
Powder
S/I
Insect Venom (Common)
5 SP
‡
Liquid
S/I
25 GP
‡
Liquid
I
8 SP
‡
Liquid
S/I
40 GP
‡
Liquid
I
Insect Venom (Exotic) Snake Venom (Common) Snake Venom (Exotic)
‡ These items weigh little individually. Ten of these weigh one pound. Legality Legal (L) – These items are not against the law and may be purchased or carried freely. Shady (S) – Items which may be questionable in nature or cast suspicion upon their owner. Illegal (I) – Items which are obviously used for criminal activities, thus against most laws.
Weapons Miscellaneous Weapons Weapon Cost
Weight (lbs.)
Size
Type
Speed Factor
Damage S-M
Damage L
Alhulak
1 SP
9 lbs.
M
B/P
5
1d6
1d6
Bridle Cutter
3 GP
4 lbs.
M
S
4
1d4
1d3
Cahulaks >
1 SP
12 lbs.
M
B/P
5
1d6
1d6
Caltrop
2 SP
‡
S
P
N/A
1
1d2
Chain >
5 SP
3 lbs.
L
B
5
1d4+1
1d4
Chain & Sickle >
3 GP
3 lbs.
L
B/P
6
1d6
1d4
Chatkcha
5 GP
½ lbs.
S
P
2
1d6+2
1d6+2
Lasso
5 SP
3 lbs.
L
--
10
--
--
Mancatcher >
30 GP
8 lbs.
L
--
7
--
--
Meteor Hammer >
4 GP
2 lbs.
L
B
6
1d8
1d6
Nunchaku
1 GP
3 lbs.
M
B
3
1d6
1d6
Net
5 GP
10 lbs.
M
--
10
--
--
Sai
5 SP
2 lbs.
S
P/B
3
1d4
1d2
15 GP
5 lbs.
L
P
7
1H 1d6+1 2H 1d8+1
1H 3d4 2H 3d4
Cost
Weight (lbs)
Size
Type
Speed Factor
Damage S-M
Damage L
Battle Axe
5 GP
7 lbs.
M
S
7
1d8
1d8
Carrikal
5 GP
6 lbs.
M
S
5
1d6+1
1d8
Great Axe
9 GP
12 lbs.
L
S
9
2d4
2d6
Hand Axe
4 GP
5 lbs.
S
S
5
1d6
1d6
Hurlbat
5 GP
6 lbs.
M
P
5
1d6
1d4
Shoka
6 GP
7 lbs.
M
S
7
1d6+1
1d6+1
Throwing Axe
4 GP
4 lbs.
S
P
5
1d6
1d4
Pick Axe
3 SP
8 lbs.
M
P
8
1d8
1d6
Zaghnal
14 GP
5 lbs.
S
P
5
1d4+1
1d6+1
Trident
Axe Weapon
Club
Weapon
Cost
Weight (lbs.)
Size
Type
Speed Factor
Damage S-M
Damage L
2 CP
2 lbs.
S
B
4
1d3
1d3
--
3 lbs.
M
B
4
1d6
1d4
Knobkerrie
10 SP
4 lbs.
M
B
4
1d6
1d4+1
Nightstick
2 GP
1 lbs.
M
B
3
1d4+1
1d4+1
Shillelagh
5 SP
3 lbs.
M
B
4
1d6
1d4
Singing Sticks
5 CP
1 lbs.
S
B
2
1d6
1d4
Tonfa
1 SP
1 lbs.
S
M
3
1d4
1d4
Dagger Weapon
Cost
Weight (lbs.)
Size
Type
Speed Factor
Damage S-M
Damage L
Cord & Dagger
2 GP
1 lbs.
S
B/S
6
1d4
1d4
Dagger or Dirk
2 GP
1 lbs.
S
P
2
1d4
1d3
Grand Katar
7 GP
3 lbs.
M
P
4
1d6
1d4
Jambiya
4 GP
1 lbs.
S
P/S
3
1d4
1d4
Katar
7 GP
1 lbs.
S
P
2
1d3
1d3
Kerambit
2 GP
1 lbs.
S
P
1
1d4
1d2
Kukri
3 GP
2 lbs.
S
S
3
1d4
1d4
Main-Gauche
3 GP
2 lbs.
S
P/S
2
1d4
1d3
Parrying Dagger
5 GP
1 lbs.
S
P
2
1d3
1d3
Puchik
5 GP
1 lbs.
S
P/S
2
1d4+1
1d4+1
Punch Dagger
2 GP
1 lbs.
S
P
2
1d3
1d3
Stiletto
5 GP
½ lbs.
S
P
2
1d3
1d6
Tanto *
3 GP
1 lbs.
S
S/P
2
1d4
1d3
Throwing Dagger
3 GP
‡
S
P
1
1d4
1d4
Belaying Pin Club
Yoroi-Toshi * 5 GP 1 lbs. S S/P 1 1d4 1d4 ‡ These items weigh little individually. Ten of these weigh one pound. * This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. Flail Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Bladeback Flail
20 GP
25 lbs.
L
B
9
1d8+1
2d6
Footman's Flail
15 GP
15 lbs.
M
B
7
1d6+1
2d4
Horseman's Flail
8 GP
5 lbs.
M
B
6
1d4
1d4+1
Morningstar
10 GP
12 lbs.
M
P/B
7
2d4
1d6+1
Scourge
1 GP
2 lbs.
S
--
5
1d4
1d2
Gaff / Hook Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Attached
2 GP
2 lbs.
S
P
2
1d4
1d3
Held
5 SP
2 lbs.
S
P
2
1d4
1d3
Hammer Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Maul
6 GP
20 lbs.
L
B
10
2H 1d12
2H 1d10
Throwing Hammer
5 SP
3 lbs.
S
B
4
1d4
1d4
Warhammer
2 GP
6 lbs.
M
B
4
1d4+1
1d4
Workman's Hammer
5 SP
2 lbs.
S
B
2
1d6+1
1d4
Cost
Weight (lbs)
Size
Type
Speed Factor
Damage S-M
Damage L
Bagh Nakh
4 SP
1 lbs.
S
P
2
1d2
1d2
Bladed Cestus
9 GP
3 lbs.
S
S
2
1d4
1d3
Cestus
25 SP
2 lbs.
S
B
2
1d4
1d4
Clawed Cestus
9 GP
4 lbs.
S
S
2
1d4
1d3
Coin Blades
15 GP
2 lbs.
S
P/S
3
1d6
1d4
Emei
2 GP
1 lbs.
S
P
2
1d4
1d6
Glove Spike
2 GP
2 lbs.
S
P
2
1d4+1
1d4
Hora
1 GP
½ lbs.
S
B
1
1d3
1d3
Nekode (Climbing Claws)
1 GP
½ lbs.
S
S
2
1d4
1d3
Slagknuckle Gloves
1 GP
1 lbs.
S
B
2
1d6+1
1d4+1
Talid
4 GP
1 lbs.
S
P/S/B
2
1d6
1d6-1
Tekagi-shuko
1 SP
1 lbs.
S
S
2
1d6+1
1d4+1
Weighted Cestus
5 GP
5 lbs.
S
B
4
1d6
2d4
Wind-and-fire Wheels
8 GP
2 lbs
S
P/S
3
1d6
1d4
Wrist Razor
1 SP
1 lbs.
S
S
2
1d6+1
1d4+1
Yawara
2 GP
1 lbs.
S
B
2
1d6
1d4+1
Harpoon Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Light Harpoon
20 GP
3 lbs.
L
P
7
1d4+1
1d6+1
Heavy Harpoon
25 GP
7 lbs.
L
P
7
2d4
2d6
Hand Weapon
Knife Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Butterfly Knife
4 GP
1 lbs.
S
P
2
1d4
1d2
Folding Knife
1 GP
½ lbs.
S
P
3
1d3
1d2
100 GP
15 lbs.
L
S
10
3d4+1
3d6+1
Knife
5 SP
½ lbs.
S
P/S
2
1d3
1d2
Kpinga (Thrown)
8 GP
3 lbs
M
P/S
3
1d6
1d4
Kris Knife
2 GP
1 lbs.
M
P/S
3
1d4+1
1d4+1
Razor
4 SP
1 lbs.
S
S
2
1d2
1d2
Throwing Knife
5 SP
½ lbs.
S
P
2
1d2
1d2
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Heavy Horse Lance
15 GP
15 lbs.
L
P
8
1d8+1
3d6
Jousting Lance
20 GP
20 lbs.
L
P
10
1d3-1
1d2-1
Light Horse Lance
6 GP
5 lbs.
L
P
6
1d6
1d8
Medium Horse Lance
10 GP
10 lbs.
L
P
7
1d6+1
2d6
Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Footman's Mace
8 GP
10 lbs.
M
B
7
1d6+1
1d6
Great Mace
10 GP
18 lbs.
L
B
10
2H 1d12+1
2H 1d10+1
Gada
1 GP
6 lbs.
M
B
6
1d8
1d4
Horseman's Mace
5 GP
6 lbs.
M
B
6
1d6
1d4
Quabone
1 GP
4
M
P/S
7
1d4
1d3
Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Footman's Pick
8 GP
6 lbs.
M
P
7
1d6+1
2d4
Horseman's Pick
7 GP
4 lbs.
M
P
5
1d4+1
1d4
Ice Pick
1 GP
½ lbs.
S
P
2
1d4
1d3
Polearm (Two handed use only) Weapon Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Awl Pike * *
5 GP
12 lbs.
L
P
13
1d6
1d12
Bardiche
7 GP
12 lbs.
L
S
9
2d4
2d6
Great Knife (2H)
Lance Weapon
Mace
Pick
Bec De Corbin
8 GP
10 lbs.
L
P/B
9
1d8
1d6
Bill Guisarme
7 GP
15 lbs.
L
P/S
10
2d4
1d10
Fauchard
5 GP
7 lbs.
L
P/S
8
1d6
1d8
Fauchard Fork
8 GP
9 lbs.
L
P/S
8
1d8
1d10
Glaive *
6 GP
8 lbs.
L
S
8
1d6
1d10
Glaive Guisarme
10 GP
10 lbs.
L
P/S
9
2d4
2d6
Guisarme
5 GP
8 lbs.
L
S
8
2d4
1d8
Guisarme Voulge
8 GP
15 lbs.
L
P/S
10
2d4
2d4
Gythka (Thri-Kreen)
15 GP
5 lbs.
M
P
6
1d6
1d6
Halberd
10 GP
15 lbs.
L
P/S
9
1d10
2d6
Hook Fauchard
10 GP
8 lbs.
L
P/S
9
1d4
1d4
Impaler
4 SP
5 lbs.
M
P
5
1d8
1d8
Lotilus
15 GP
10 lbs.
L
P/S/B
8
1d10
1d12
Lucern Hammer * *
10 GP
15 lbs.
L
P/S
9
2d4
1d6
Military Fork *
10 GP
8 lbs.
L
P/S
9
1d8
2d4
Naginata
8 GP
10 lbs.
L
P/S
8
1d8
1d10
Partisan * *
10 GP
8 lbs.
L
P
9
1d6
1d6+1
Ranseur * *
6 GP
7 lbs.
L
P
8
2d4
2d4
Rutterkin Polearm
10 GP
8 lbs.
L
P/S
8
1d10
1d8
Spetum * *
1 GP
7 lbs.
L
P
8
1d6+1
2d6
Trikal
12 GP
8 lbs.
L
B/S
8
1d10
1d10
Voulge * *
5 GP
12 lbs.
L
S
10
2d4
2d4
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
9 SP
8 lbs.
L
P/S
8
1d6+1
1d8
15 GP
12 lbs.
L
P/S
8
2d6
1d8+2
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Kama
6 SP
2 lbs.
S
S
3
1d4+1
1d4
Sickle
5 SP
3 lbs.
S
S
3
1d4+1
1d4
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
5 GP
8 lbs.
L
P
1H 8 2H 8
1H 1d8 2H 2d6
1H 1d8+1 2H 3d6
Scythe Weapon Scythe War Scythe Sickle Weapon
Spear Weapon Long Spear
Spear
8 SP
5 lbs.
M
P
1H 6 2H 6
1H 1d6+1 2H 1d8+1
1H 1d6 2H 2d6
Short Spear
5 SP
4 lbs.
M
P
6
1d6
1d6
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Spike, Elbow
1 GP
2 lbs.
S
S
2
1d4
1d4
Spike, Head
10 GP
10 lbs.
M
P
4
1d6
1d8
Spike, Knee
3 GP
2 lbs.
S
P
1
1d4
1d4
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Brandistock
15 GP
5 lbs.
M
P
4
1d6
1d6
Flindbar
8 GP
6 lbs.
M
B
4
1d4
1d4
Hanbo (Half Staff)
5 CP
1 lbs.
S
B
2
1d4
1d2
Jo Staff
1 SP
1 lbs.
M
B
4
1d6
1d3
Quarterstaff
5 SP
4 lbs.
L
B
4
1d6
1d6
Rod
4 SP
2 lbs.
M
B
8
1d2
1d2
Shepherd's Crook
8 SP
6 lbs.
L
B
5
1d6
1d4
Tetsu-Bo (Iron Staff)
5 GP
7 lbs.
L
B
7
1d8
1d8
Staff Sling Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Hoopak
1 SP
2lbs.
S
B
10
by ammo type
by ammo type
Staff Sling
2 SP
2 lbs.
M
B
11
by ammo type
by ammo type
Stinkpot
1 SP
2 lbs.
S
B
11
1d3
1d3
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Basilard
7 GP
3 lbs.
S
P/S
3
1d4+1
1d6+1
Bastard Sword
25 GP
10 lbs.
M
S
1H 6 2H 8
1H 1d8 2H 2d4
1H 1d12 2H 2d8
Bokken
3 GP
4 lbs.
M
B
1H 5 2H 5
1H 1d4 2H 1d6
1H 1d2 2H 1d4
Broad Sword
10 GP
6 lbs.
M
S
5
2d4
1d6+1
Butterfly Sword
5 GP
3 lbs.
S
P/S
4
1d6+1
1d6
Spike Weapon
Staff Weapon
Sword Weapon
Chain Sword */***
225 GP
7 lbs.
M
S
5
1d8
1d10
Claymore
25 GP
10 lbs.
L
S
8
2d4
2d8
Cutlass
12 GP
4 lbs.
M
S
5
1d6
1d8
Drusus / Gladius
50 GP
3 lbs.
M
S
3
1d6+1
1d8+1
Epee
15 GP
3 lbs.
M
P
4
1d6+1
1d8+1
Falcata
10 GP
7 lbs.
M
S
8
2d4
1d6
Falchion
17 GP
5 lbs.
M
S
5
1d6+1
2d4
Flamberge
30 GP
21 lbs.
L
S
9
1d8+1
2d8
Great Scimitar (2H)
75 GP
10 lbs.
L
S
10
2d8
4d4
Great Sword (2H)
75 GP
20 lbs.
L
S
10
1d12
3d8
Hook Sword
15 GP
4 lbs.
M
S
5
1d8+1
1d8
Katana (1H)
100 GP
6 lbs.
M
P/S
4
1d10
1d12
Katana (2H)
100 GP
7 lbs.
L
P/S
5
2d6
2d6
Khopesh
10 GP
7 lbs.
M
S
9
2d4
1d6
Kora
11 Gp
4 lbs.
M
S
4
1d6+1
1d6+1
Kris Blade
12 GP
5 lbs.
M
S
5
1d8+1
1d10+1
Long Sword
15 GP
4 lbs.
M
S
5
1d8
1d12
Maca
25 GP
6 lbs.
M
S
5
1d8
1d6
Machete
5 GP
4 lbs.
M
S
4
1d8
1d8
Ninja-to
12 GP
5 lbs.
M
P/S
4
1d8
1d6
No-Daichi
50 GP
15 lbs.
L
S
10
1d10
3d6
Parang
3 GP
5 lbs.
M
S
5
1d8
1d8
Rapier
15 GP
3 lbs.
M
P
4
1d6+1
1d8+1
Sabre
17 GP
5 lbs.
M
S
4
1d6+1
1d8+1
Scimitar
15 GP
4 lbs.
M
S
5
1d8
1d8
Shamshir
17 GP
5 lbs
M
P/S
4
1d6+1
1d8+1
Short Sword
10 GP
3 lbs.
M
P
3
1d6
1d8
Shotel
10 GP
7 lbs.
M
S
9
1d6
1d6
Sword Cane
25 GP
4 lbs.
M
P/S
4
1d6
1d4+1
Tetsu-to
35 GP
9 lbs.
L
S
12
1d12
3d6
Tulwar
17 GP
5 lbs.
M
S
4
1d6+1
1d8+1
Two Handed Sword
50 GP
15 lbs.
L
S
10
1d10
3d6
Wakizashi
50 GP
3 lbs.
S
P/S
3
1d6
1d6
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
6 SP
4 lbs.
L
B
9
1d3
1d2
Whip Weapon Bullwhip
Chain Whip
5 GP
4 lbs.
L
B
7
1d6
1d4
Oriental Chain Whip
8 GP
5 lbs.
L
B
6
1d6
1d6
Razor Whip ***
16 GP
4 lbs.
L
S/P
7
1d8+1
1d6+1
Weighted Whip
10 GP
7 lbs.
L
B
8
1d6+1
1d6+1
Whip 1 SP 2 lbs. M -This weapon may be used to make entangling attacks. *** This weapon available only if allowed by the DM.
8
1d2
1
* ** *** @ # ^ ~ > ‡
1 This weapon inflicts double damage against charging creatures of L or greater size. 2This weapon can dismount a rider on a successful hit. 3This weapon available only if allowed by the DM. 4 This weapon inflicts double damage when used from the back of a charging mount. 5 This weapon inflicts double damage when firmly set to receive a charge. 6 This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. 7 Weapon may be thrown or wielded in hand to hand combat. 8 This weapon may be used to make entangling attacks. 9 These items weigh little individually. Ten of these weigh one pound.
Ranged Weapons Bow Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Composite Long Bow 100 GP
3 lbs.
L
P
7
by ammo type
by ammo type
Composite Short Bow
75 GP
2 lbs.
M
P
6
by ammo type
by ammo type
Daikyu
100 GP
4 lbs.
L
P
8
by ammo type
by ammo type
Folding Short Bow
45 GP
2 lbs.
M
P
7
by ammo type
by ammo type
Long Bow
75 GP
3 lbs.
L
P
8
by ammo type
by ammo type
Short Bow
30 GP
2 lbs.
M
P
7
by ammo type
by ammo type
Crossbow Weapon
Cost
Weight (lbs.)
Size
Type
Speed Factor
Damage S–M
Damage
Arbalest
1,500 GP 12 lbs.
M
P
12
2d6
2d6
Chu Ko No
7,250 GP
6 lbs.
M
P
3
1d6
1d6
Hand Crossbow
300 GP
3 lbs.
S
P
5
1d3
1d2
Heavy Crossbow
50 GP
14 lbs.
M
P
10
1d4+1
1d6+1
Light Crossbow
35 GP
7 lbs.
M
P
7
1d4
1d4
Dart Weapon
Cost
Weight (lbs.)
Size
Type
Speed Factor
Damage S -M
Damage L
Dart
5 SP
½ lbs.
S
P
2
1d3
1d3
Small Dart
7 SP
‡
S
P
2
1
1
1d2
1d2
Throwing Spike 3 SP ½ lbs. S P 2 ‡ These items weigh little individually. Ten of these weigh one pound. Firearms *** Weapon Arquebus
Cost
Weight
1,250 GP 10 lbs.
Size
Type
Speed Factor
Damage S–M
Damage L
M
P
15
1d10
1d10
Blunderbus
925 GP
10 lbs.
M
P
15
1d4
1d6
Caliver
300 GP
11 lbs.
M
P
12
1d10
1d12
Hand Pistol
725 GP
6 lbs.
S
P
15
1d8
1d8
1,750 GP 10 lbs.
M
P
15
1d12
1d12
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Musket
Miscellaneous Ranged Weapon Cost Blowgun
5 GP
2 lbs.
L
P
5
By ammo type
by ammo type
Bolas
5 SP
1 lbs.
M
B
6
1d3
1d2
Boomerang
5 SP
1 lbs.
M
B
6
1d6
1d4
Chakram
10 GP
2 lbs.
S
S
3
1d4
1d6
Javelin
5 CP
2 lbs.
M
P
1H 4 2H 4
1H 1d4+1 2H 1d4+1
1H 1d4 2H 1d6
Kpinga
8 GP
3 lbs
M
P/S
3
1d6
1d4
Sling
5 CP
‡
S
--
6
by ammo type
by ammo type
Trident
15 GP
5 lbs.
L
P
7
1d6+1
3d4
Shuriken Weapon
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Large Shuriken
5 SP
½ lbs.
S
P
2
1d6
1d4
Small Shuriken 3 SP ‡ S P 2 1d4 ‡ These items weigh little individually. Ten of these weigh one pound.
Ammunition Arrows
1d4
Ammunition
Cost
Weight (lbs.)
Size
Type
Speed Factor
Damage S-M
Damage L
6 SP
‡
M
P
--
1d4
1d4
Flight Arrow
3 SP/12
‡
M
P
--
1d6
1d6
Sheaf Arrow
3 SP/6
‡
M
P
--
1d4
1d4
Stone Arrow (Flight)
3 CP/12
‡
M
P
--
1d4
1d4
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
3 GP/10
‡
S
P
--
By weapon type
By weapon type
7 GP
2 lbs.
S
P
--
By weapon type
By weapon type
Barbed Bolt
3 GP/10
‡
S
P
--
By weapon type +1
By weapon type +1
Bolt
5 SP/10
‡
S
P
--
By weapon type
By weapon type
Bullets Ammunition
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Bullet
2 GP
‡
S
P
--
+2
+1
Musketball
3 SP
‡
S
P
--
+1
+1
Shot (Arquebus or Blunderbus only)
9 SP
‡
S
P
--
Slug
5 SP
‡
S
P
--
+1
+1
Round
2 GP
‡
S
P
--
+1
+2
Armor Piercer ^
Bolts Ammunition Armor Piercing Bolt Chu Ko No Clip
Shot Damage
By range By range (See below) (See below)
Short Range
Medium Range
Long Range
Arquebus
10 yds. 3d8
20 yds. 3d6
30 yds. 1d10
Blunderbus
5 yds. 3d8
10 yds. 3d6
20 yds. 1d10
Darts / Needles Ammunition
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Blowgun Dart
2 CP/5
‡
S
P
--
1d2
1d2
Barbed Dart
2 CP/5
‡
S
P
--
1d2+1
1d2+1
1 S/5
‡
S
P
--
1
1
Needle Sling Ammunition
Ammunition
Cost
Weight
Size
Type
Speed Factor
Damage S–M
Damage L
Sling Bullet
1 SP/5
‡
S
B
--
1d4+1
1d6
Sling Stone
--
½ lbs.
S
B
--
1d4
1d4
* This weapon inflicts double damage against charging creatures of L or greater size. ** This weapon can dismount a rider on a successful hit. *** This weapon available only if allowed by the DM. @ This weapon inflicts double damage when used from the back of a charging mount. # This weapon inflicts double damage when firmly set to receive a charge. ^ This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. ~ Weapon may be thrown or wielded in hand to hand combat. > This weapon may be used to make entangling attacks. ` See special damage table. ‡ These items weigh little individually. Ten of these weigh one pound.
Throwing Flask Damage Table Substance
Initial Damage
Sustained Damage
Duration
Acid (Strong)
1d8
1d6
4 Rounds
Acid (Weak)
1d4
1d4+1
2 Rounds
Alchemical Fire
3d6
2d6
4 Rounds (2 if fully submerged)
Fire Oil
2d6
1d6
2 Rounds
Missile Weapon Ranges Weapon
Rate of Fire
Short Range
Medium Range
Long Range
Blowgun
2/1
10 yds
20 yds
30 yds
Bolas
1/1
10 yds
20 yds
30 yds
Cahulaks
1
2 yds.
3 yds.
4 yds.
Chain
1
3 yds.
6 yds.
9 yds.
Chain & Sickle
1
1 yds.
2 yds.
3 yds.
Chakram
1
15 yds.
25 yds.
35 yds.
Chatkcha
2/1
10 yds.
20 yds.
30 yds.
Club
1
5 yds.
10 yds.
15 yds.
Cord & Dagger
1
3 yds.
6 yds.
9 yds.
Dagger
2/1
10 yds.
20 yds.
30 yds.
Dart
3/1
10 yds.
20 yds.
40 yds.
Gythka
1
10 yds.
20 yds.
30 yds.
Hand Axe
1
10 yds.
20 yds.
30 yds.
Harpoon
2/1
10 yds.
20 yds.
30 yds.
Javelin
1
20 yds.
40 yds.
60 yds.
Knife
2/1
10 yds.
20 yds.
30 yds.
1
10 yds.
20 yds.
30 yds.
Meteor Hammer
1/3
2 yds.
4 yds.
6 yds.
Shuriken (Large)
3/1
5 yds.
10 yds.
15 yds.
Shuriken (Small)
3/1
5 yds.
10 yds.
15 yds.
Sling Bullet
1
50 yds.
100 yds.
150 yds.
Sling Stone
1
40 yds.
80 yds.
120 yds.
Spear
1
10 yds.
20 yds.
30 yds.
Staff Sling Bullet
2/1
25 yds.
50 yds.
75 yds.
Staff Sling Stone
2/1
15 yds.
30 yds.
45 yds.
Throwing Axe
2/1
10 yds.
20 yds.
30 yds.
Throwing Dagger
2/1
10 yds.
20 yds.
30 yds.
Throwing Flask
2/1
5 yds.
10 yds.
15 yds.
1
10 yds.
20 yds.
30 yds.
3/1
10 yds.
20 yds.
30 yds.
1
5 yds.
10 yds.
15 yds.
Kpinga
Throwing Hammer Throwing Spike Trident Bows Bow
Rate of Fire
Short Range
Medium Range
Long Range
Comp. Long Bow
--
--
--
--
Flight Arrow
2/1
70 yds
140 yds
210 yds
Sheaf Arrow
2/1
40 yds
80 yds
170 yds
--
--
--
--
2/1
40 yds
80 yds
170 yds
--
--
--
--
Flight Arrow
2/1
70 yds
140 yds
210 yds
Sheaf Arrow
2/1
40 yds
80 yds
170 yds
--
--
--
--
Flight Arrow
2/1
70 yds.
140 yds.
210 yds.
Sheaf Arrow
2/1
40 yds
80 yds
170 yds
--
--
--
--
Sheaf Arrow
2/1
40 yds
80 yds
170 yds
Crossbows Crossbow
Rate of Fire
Short Range
Medium Range
Long Range
Arbalest
1/2
80 yds.
160 yds.
240 yds.
Chu Ko No
1/2
30 yds.
60 yds.
90 yds.
Comp. Short Bow Sheaf Arrow Daikyu
Long Bow
Short Bow
Hand Crossbow
1
20 yds.
40 yds.
60 yds.
Heavy Crossbow
1/2
80 yds.
160 yds.
240 yds.
Light Crossbow
1
60 yds.
120 yds.
180 yds.
Rate of Fire
Short Range
Medium Range
Long Range
Arquebus
1/3
10 yds
20 yds
30 yds
Caliver
1/2
10 yds
20 yds
30 yds
Blunderbus
1/3
5 yds
10 yds
20 yds
Hand Pistol
1/2
10 yds
20 yds
30 yds
Firearms Firearm
Musket 1/3 20 yds 30 yds 40 yds * Firearms (if allowed) double all range modifiers. * Each range category (Short, Medium, or Long) includes attacks from distances equal to or less than the given range. Thus, a heavy crossbow fired at a target 136 yards away uses the medium range modifier. * The attack roll modifiers for range are -2 for medium range and -5 for long range. * Firearms (if allowed) double all range modifiers.
Basic Potions Potion
Cost
Availability
Potion of Cure Disease
750 GP
C
Potion of Extra Healing
1,000 GP
U
Potion of Healing
400 GP
C
Potion of Infravision
500 GP
U
Potion of Invisibility
500 GP
U
Potion of Mirrored Eyes
1,400 GP
R
Potion of Neutralization
600 GP
U
Potion of Nutrition
500 GP
U
Potion of Rest
500 GP
U
Potion of Sobriety
400 GP
C
Potion of Sustenance
250 GP
U
Basic Spell Component Table Component Name
Cost
Availability
1,250 GP
R
Adder's Stomach
5 GP
C
Agate
10 GP
C
Bear Fur
8 CP
C
Bat Fur
3 CP
C
Acid Crystals
Bat Guano
1 CP
C
Beeswax
2 CP
C
Bell
1 GP
C
Bone
2 GP
U
Bromine Salts
4 GP
U
Burr
1 CP
C
Butter
5 CP
C
Candle
3 CP
C
Caterpillar Cocoon
2 SP
C
Coal
1 CP
C
Colored Sand *
5 SP
C
Cured Leather
10 SP
C
Chalk
2 CP
C
Chameleon Skin
20 GP
U
1,000 GP
R
Crystal Bead
5 GP
C
Earth
1 SP
C
Eye of Newt
3 CP
C
Fleece
1 CP
C
Flint
5 CP
C
100 GP
U
3 CP
C
Fine Mirror
100 GP
U
Fine Sand *
3 CP
C
Firefly
1 CP
C
Gargoyle's Horn
400 GP
R
Golden Needle
5 SP
C
Golden Tube
100 SP
U
Gum Arabic
3 SP
C
Grasshopper’s Hind Leg *
2 CP
C
Grave Dirt
3 CP
C
Gravestone Chip
5 SP
U
Ground Mica
8 SP
U
150 GP
U
Honeycomb
2 CP
C
Iron Filings
3 SP
C
Iron Pyrite
5 GP
C
Crushed Black Pearl
Fine Black Silk Fine Cloth (Strip)
Hemispherical Diamond
Leomund's Trap Dust
200 GP
U
Legume Seeds *
2 CP
C
Lodestone
5 CP
U
Luckstone
25,000 GP
VR
Lump of Soft Clay
3 SP
C
Lump of Wax
1 CP
C
Mercury *
10 GP
U
Mica (Chip)
3 SP
C
Mushroom Spore
5 SP
C
45 GP
U
Oil
5 SP
C
Pitch
5 CP
C
Phosphor
5 GP
U
Phosphorescent Moss
3 CP
C
Poison Ivy Leaf
5 CP
C
Prism
2 GP
C
Rose Petals
3 SP
C
Salt
5 CP
C
Set of Nutshells
1 CP
C
Sheet Iron (Small Piece)
3 GP
C
Skeleton’s Bone (Small Piece)
5 GP
C
Skunk Cabbage Leaves
1 CP
C
Small Horn
8 SP
U
Small Glass Cone
10 GP
C
Snake Scale
1 CP
C
Snake Tongue
1 CP
C
Soil Mixture
3 GP
C
Soot *
1 CP
C
Square of Red Cloth
1 CP
C
Square of Silk
5 SP
C
Split Dried Peas *
1 CP
C
Spider Web (Small Piece)
1 CP
C
String
1 CP
C
Sulphur
3 SP
C
Talc *
1 CP
C
Tallow
1 CP
C
Tentacle
3 GP
U
Nitre/Sulphur Beads *
Thin Silk
1 GP
C
Tiny Bag
5 CP
C
300 GP
U
Turtle Shell
3 SP
C
Vermilion *
5 SP
C
Wing of Bat
5 CP
C
Wool (Small Piece)
1 CP
C
Wood (Small Piece)
1 CP
C
White Flour *
1 SP
C
Parchment
5 SP
C
100 GP
U
Pork Rind
1 CP
C
Ziggurat Clay Model
9 SP
C
Cost
Availability
1,250 GP
VR
Troll Blood
400 GP
R
Vampire Blood
750 GP
VR
Cost
Availability
Corpse Dust
15 GP
U
Diamond Dust (Coarse)
100 GP
R
Diamond Dust (Fine)
300 GP
R
Emerald Dust
500 GP
R
Dust
1 CP
C
Granite Dust
5 SP
U
Gra ve Dust
25 SP
U
400 GP
R
1,000 GP
VR
100 GP
R
Cost
Availability
Essence of Boggart
2,757 GP
VR
Essence of Spectre
825 GP
VR
3,000 GP
VR
True Seeing Ointment
Pearl
Blood Component Name Dragon Blood
Dust Component Name
Illusionary Wall Dust Lich Dust Temporal Stasis Dust Essence Component Name
Essence of Will o' Wisp
Feather Component Name
Cost
Availability
Cockatrice Feather
50 GP
U
Feather (Common)
1 CP
C
Feather (Exotic)
3 CP
C
Wing Feather
1 CP
C
Owl Feather
5 CP
C
Cost
Availability
300 GP
VR
7,500 GP
VR
400 GP
U
Powders Component Name
Cost
Availability
Powdered Amber
50 GP
U
2 SP
C
5,000 GP
VR
Powdered Carbon
2 CP
C
Powedered Citrine
25 GP
U
Powdered Corn Extract
2 SP
C
Powdered Corundrum
500 GP
R
Powdered Garlic
3 CP
C
Powdered Herring Scale
3 SP
C
Powdered Lime
3 CP
C
30,000 GP
VR
Powdered Iron
10 GP
U
Powdered Pineal Gland
25 GP
U
Powdered Rhubarb Leaf
2 CP
C
Powdered Silver
18 GP
U
Powdered Sulphur
5 SP
C
Powedered Topaz
250 GP
U
Cost
Availability
Amber
25 GP
U
Crystal
15 GP
U
Glass
5 GP
C
Ink Component Name Lead Based Ink Kraken Ink Tako Ink
Powdered Bone Powdered Diamond
Powdered Luckstone
Rods Component Name
Glass (Hollow)
5 GP
C
Silver
10 GP
R
Cost
Availability
Copper
5 SP
C
Gold
5 GP
U
Silver
3 GP
U
Steel *enough for 10 individual uses.
10 GP
U
Wire Component Name
Availability Common (C) - Available to all, even the most basic backwater villages. Uncommon (U) - Available in most large alchemy shops or established townships. Rare (R) - May be available to only a few of the finest shops in the largest cities. Very Rare (VR) - Usually, must be procured through questing or at great labor / expense.
Spell Services Spell
Spell Level
Caster Level
Base Cost
Bless
1st
1st Cleric
10 GP
Comprehend Languages
1st
1st Wizard
10 GP
Continual Light Control Weather
th
nd
th
th
4 C2 W
th
rd
5 C3 W th
th
35 GP
7 C6 W
15 C 12 W
660 GP
Cure Critical Wounds
5th
5th Cleric
280 GP
Cure Disease
3rd
5th Cleric
150 GP
Cure Light Wounds
1st
1st Cleric
10 GP
Cure Serious Wounds
4th
7th Cleric
150 GP
th
Enchanted Weapon
4
th
6 Wizard
Enchant An Item
6
12 Wizard
660 GP
Gate
9th
18th Wizard
1,530 GP
Heal
6th
11th Cleric
660 GP
Identify
1st
1st Wizard
110 GP
Legend Lore
6th
12th Wizard
910 GP
th
Limited Wish Locate Object
7 rd
nd
th
400 GP
th
th
14 Wizard th
rd
925 GP
3 C2 W
4 C3 W
40 GP
Neutralize Poison
4th
7th Cleric
125 GP
Permanency
8th
16th Wizard
Varies (880 GP base)
Raise Dead
5th
9th Cleric
950 GP
Reincarnate
7th C 12th W
15th Cleric
280 GP
Restoration
7th
15th Cleric
380 GP
Resurrection
7th
15th Cleric
1,410 GP
3rd C 4th W
5th C 6th W
150 GP
3rd
5th Cleric
100 GP
Remove Curse Remove Paralysis Speak With Dead
rd
3
th
th
5 Cleric th
250 GP
Teleport
5
7 Wizard
900 GP *
Teleport Without Error
7th
14th Wizard
1,820 GP *
4th C 3rd W
7th C 5th W
150 GP
Tongues
Wish 9th 18th Wizard *prices are doubled if the caster knows the area to be dangerous or hostile.
50,000 GP
Limited Wish as a Service Through use of the limited wish spell as a service, the following effects can be achieved for a 24 hour period from the time of casting. Lesser Empowering - Can affect 1 to 4 individuals. Improves AC by 2, improves saving throws by 2, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks made by the affected individuals receive a +1 bonus, and rogues add 10% to their rogue abilities (to a maximum of 95%). Lesser Magic Resistance - Affects 1 to 4 individuals, + 25% to base magic resistance for duration of the spell. Restore Party - Affects 1 to 4 individuals restoring them to full health and negating / curing most maladies. The effects are instant and permanent barring further exposure to damage or malady. Restore Attribute - Affects 1 individual restoring attributes lost due to maladies or caused by the attacks of certain creatures. Restore Youth - Regress the physical aging of 1 individual by 1d4 years these effects are instantaneous and permanent, natural aging resumes after casting. Revive - Revives a recently slain corpse as per the Resurrection spell without a survival check, chance of failure, or aging the caster. Corpse must be whole (or all pieces, remains, present), and cannot have died of old age. Will not restore an individual who has been reduced to ashes. Wish as a Service Through use of the wish spell as a service, the following effects can be achieved for a 24 hour period from the time of casting. Some effects created by Wish are permanent (noted by *). Greater Empowering - Can affect 1 to 4 individuals. Improves AC by 6, improves saving throws by 4, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks made by the affected individuals receive a +1 bonus, and rogues add 25% to their rogue abilities (to a maximum of 95%). Affected individuals also gain immunity to normal weapons for the duration of this spell. Greater Magic Resistance - Affects 1 to 4 individuals, + 50% to base magic resistance for duration of the spell.
* Increase Attribute - Affects 1 person and 1 attribute chosen at the time of casting. The attribute is permanently increased by 1 point. With the power of the wish spell it is possible to permanently increase an attribute above racial restrictions but the cost of doing is greater (see table) Immunity - Grants immunity to all poisons whether mundane or magical, and all mundane maladies, for the duration of the spell. Resurrection - Revives a recently slain corpse as per the Resurrection spell without a survival check, chance of failure, or aging the caster. The corpse need not be whole. This will even work on individuals reduced to ash. The only restriction is that it cannot bring someone back who died naturally of old age. Restore Youth - Regress the physical aging of 1 individual by 2d4 years these effects are instantaneous and permanent, natural aging resumes after casting. Increasing an attribute by Wish Using Wish it is possible to permanently increase an attribute above it’s racially allowed limit. The cost per increase up to the racial maximum is 50,000 gp per casting. The absolute maximum allowed for any attribute for any individual is 23. Any further casting of wish in attempt to increase an attribute beyond 23 is wasted. Increase
Cost
+1 above racial maximum
125,000 GP
+2 above racial maximum
250,000 GP
+3 above racial maximum
500,000 GP
+4 above racial maximum
1,000,000 GP
+5 above racial maximum
2,500,000 GP
Permanency Spells The Permanency spell affects the duration of certain other spells making the duration permanent. It can be used in conjunction with the following Personal Effect Spells: Comprehend Languages, Detect Invisibility, Detect Life, Detect Magic, Detect Undead, Infravision, Know Alignment, Protection From Cantrips, Protection From Evil/Good, Protection From Normal Missiles, Read Magic, Tongues, Unseen Servant, Water/Air Breathing. Object / Creature / Area Effect Spells: Enlarge, Fear, Glassee, Gust of Wind ,Hand of Darkness, Invisibility, Magic Mouth, Prismatic Sphere, Scare, Stinking Cloud, Wall of Fire, Wall of Force, Wall Of Ice, Wind Wall, Web. Object / Area Spells: Alarm, Audible Glamer, Dancing Lights, Solid Fog, Wall of Fire, Distance Distortion, Teleport. The formula for determining the cost of a permanent spell is Spell Level x 110 + 1080 + the cost of any material components for the desired spell.