Table: Random Magic Item Generation
Minor	Medium	Major	Item
0104	0110	0110	Armor and shields
0509	1120	1120	Weapons
1044	2130	2125	Potions
4546	3140	2635	Rings
	4150	3645	Rods
4781	5165	4655	Scrolls
	6668	5675	Staves
8291	6983	7680	Wands
92100	84100	81100	Wondrous items



Table: Armor and Shields
Minor	Medium	Major	Item	Base Price
0160	0105		+1 shield	1,000 gp
6180	0610		+1 armor	1,000 gp
8185	1120		+2 shield	4,000 gp
8687	2130		+2 armor	4,000 gp
	3140	0108	+3 shield	9,000 gp
	4150	0916	+3 armor	9,000 gp
	5155	1727	+4 shield	16,000 gp
	5657	2838	+4 armor	16,000 gp
		3949	+5 shield	25,000 gp
		5057	+5 armor	25,000 gp
			+6 armor/shield1	36,000 gp
			+7 armor/shield1	49,000 gp
			+8 armor/shield1	64,000 gp
			+9 armor/shield1	81,000 gp
			+10 armor/shield1	100,000 gp
8889	5860	5860	Specific armor2	
9091	6163	 6163	Specific shield3	
92100	64100	64100	Special ability and roll again2,3	

1 Armor and shields can't have enhancement bonuses higher than +5. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.


Table: Armor Special Abilities
Minor	Medium	Major	Special Ability	Base Price Modifier
0125	0105	0103	Glamered	+2,700 gp
2632	0608	04	Fortification, light	+1 bonus1
3352	0911		Slick	+3,750 gp
5392	1217		Shadow	+3,750 gp
9396	1819		Spell resistance (13)	+2 bonus1
97	2029	0507	Slick, improved	+15,000 gp
9899	3049	0813	Shadow, improved	+15,000 gp
	5074	1428	Energy resistance	+18,000 gp
	7579	2933	Ghost touch	+3 bonus1
	8084	3435	Invulnerability	+3 bonus1
	8589	3640	Fortification, moderate	+3 bonus1
	9094	4142	Spell resistance (15)	+3 bonus1
	9599	43	Wild	+3 bonus1
		4448	Slick, greater	+33,750 gp
		4958	Shadow, greater	+33,750 gp
		5983	Energy resistance, improved	+42,000 gp
		8488	Spell resistance (17)	+4 bonus1
		89	Etherealness	+49,000 gp
		90	Undead controlling	+49,000 gp
		9192	Fortification, heavy	+5 bonus1
		9394	Spell resistance (19)	+5 bonus1
		9599	Energy resistance, greater	+66,000 gp
100	100	100	Roll twice again2	
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Table: Shield Special Abilities
Minor	Medium	Major	Special Ability	Base Price Modifier
0120	0110	0105	Arrow catching	+1 bonus1
2140	1120	0608	Bashing	+1 bonus1
4150	2125	0910	Blinding	+1 bonus1
5175	2640	1115	Fortification, light	+1 bonus1
7692	4150	1620	Arrow deflection	+2 bonus1
9397	5157	2125	Animated	+2 bonus1
9899	5859		Spell resistance (13)	+2 bonus1
	6079	2641	Energy resistance	+18,000 gp
	8085	4246	Ghost touch	+3 bonus1
	8695	4756	Fortification, moderate	+3 bonus1
	9698	5758	Spell resistance (15)	+3 bonus1
	99	59	Wild	+3 bonus1
		6084	Energy resistance, improved	+42,000 gp
		8586	Spell resistance (17)	+4 bonus1
		87	Undead controlling	+49,000 gp
		8891	Fortification, heavy	+5 bonus1
		9293	Reflecting	+5 bonus1
		94	Spell resistance (19)	+5 bonus1
		9599	Energy resistance, greater	+66,000 gp
100	100	100	Roll twice again2	
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.




Table: Weapons
Minor	Medium	Major	Weapon	Bonus Base Price1
0170	0110		+1	2,000 gp
7185	1129		+2	8,000 gp
	3058	0120	+3	18,000 gp
	5962	2138	+4	32,000 gp
		3949	+5	50,000 gp
			+62	72,000 gp
			+72	98,000 gp
			+82	128,000 gp
			+92	162,000 gp
			+102	200,000 gp
8690	6368	5063	Specific weapon3	
91100	69100	64100	Special ability and roll again4	
1 For ammunition, this price is for 50 arrows, bolts, or bullets.
2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special abilities are added in.
3 See Table: Specific Weapons.
4 See Table: Melee Weapon Special Abilities for melee weapons and Table: Ranged Weapon Special Abilities for ranged weapons.
Table: Melee Weapon Special Abilities
Minor	Medium	Major	Special Ability	Base Price Modifier1
0110	0106	0103	Bane	+1 bonus
1117	0712		Defending	+1 bonus
1827	1319	0406	Flaming	+1 bonus
2837	2026	0709	Frost	+1 bonus
3847	2733	1012	Shock	+1 bonus
4856	3438	1315	Ghost touch	+1 bonus
5767	3944		Keen2	+1 bonus
6871	4548	1619	Ki Focus	+1 bonus
7275	4950		Merciful	+1 bonus
7682	5154	2021	Mighty cleaving	+1 bonus
8387	5559	2224	Spell storing	+1 bonus
8891	6063	2528	Throwing	+1 bonus
9295	6465	2932	Thundering	+1 bonus
9699	6669	3336	Vicious	+1 bonus
	7072	3741	Anarchic	+2 bonus
	7375	4246	Axiomatic	+2 bonus
	7678	4749	Disruption3	+2 bonus
	7981	5054	Flaming burst	+2 bonus
	8284	5559	Icy burst	+2 bonus
	8587	6064	Holy	+2 bonus
	8890	6569	Shocking burst	+2 bonus
	9193	7074	Unholy	+2 bonus
	9495	7578	Wounding	+2 bonus
		7983	Speed	+3 bonus
		8486	Brilliant energy	+4 bonus
		8788	Dancing	+4 bonus
		8990	Vorpal2	+5 bonus
100	96100	91100	Roll again twice4	
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Piercing or slashing weapons only (slashing only for vorpal). Reroll if randomly generated for a bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10.
Table: Ranged Weapon Special Abilities
Minor	Medium	Major	Special Ability	Base Price Modifier1
0112	0108	0104	Bane2	+1 bonus
1325	0916	0508	Distance	+1 bonus
2640	1728	0912	Flaming2	+1 bonus
4155	2940	1316	Frost2	+1 bonus
5660	4142		Merciful2	+1 bonus
6168	4347	1721	Returning	+1 bonus
6983	4859	2225	Shock2	+1 bonus
8493	6064	2627	Seeking	+1 bonus
9499	6568	2829	Thundering2	+1 bonus
	6971	3034	Anarchic2	+2 bonus
	7274	3539	Axiomatic2	+2 bonus
	7579	4049	Flaming burst2	+2 bonus
	8082	5054	Holy2	+2 bonus
	8387	5564	Icy burst2	+2 bonus
	8892	6574	Shocking burst2	+2 bonus
	9395	7579	Unholy2	+2 bonus
		8084	Speed	+3 bonus
		8590	Brilliant energy	+4 bonus
100	96100	91100	Roll again twice2	
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.
3 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit. A weapon's enhancement bonus and special ability bonus equivalents can't total more than +10.

Table: Specific Weapons
Minor	Medium	Major	Specific Weapon	Market Price
0115			Sleep arrow	132 gp
1625			Screaming bolt	267 gp
2645			Silver dagger, masterwork	322 gp
4665			Cold iron longsword, masterwork	330 gp
6675	0109		Javelin of lightning	1,500 gp
7680	1015		Slaying arrow	2,282 gp
8190	1624		Adamantine dagger	3,002 gp
91100	2533		Adamantine battleaxe	3,010 gp
	3437		Slaying arrow (greater)	4,057 gp
	3840		Shatterspike	4,315 gp
	4146		Dagger of venom	8,302 gp
	4751		Trident of warning	10,115 gp
	5257	0104	Assassin's dagger	10,302 gp
	5862	0507	Shifter's sorrow	12,780 gp
	6366	0809	Trident of fish command	18,650 gp
	6774	1013	Flame tongue	20,715 gp
	7579	1417	Luck blade (0 wishes)	22,060 gp
	8086	1824	Sword of subtlety	22,310 gp
	8791	2531	Sword of the planes	22,315 gp
	9295	3237	Nine lives stealer	23,057 gp
	9698	3842	Oathbow	25,600 gp
	99100	4346	Sword of life stealing	25,715 gp
		4751	Mace of terror	38,552 gp
		5257	Life-drinker	40,320 gp
		5862	Sylvan scimitar	47,315 gp
		6367	Rapier of puncturing	50,320 gp
		6873	Sun blade	50,335 gp
		7479	Frost brand	54,475 gp
		8084	Dwarven thrower	60,312 gp
		8591	Luck blade (1 wish)	62,360 gp
		9295	Mace of smiting	75,312 gp
		9697	Luck blade (2 wishes)	102,660 gp
		9899	Holy avenger	120,630 gp
		100	Luck blade (3 wishes)	142,960 gp


Table: Potions
Minor	Medium	Major	Spell Level	Caster Level
0120			0	1st
2160	0120		1st	1st
61100	2160	0120	2nd	3rd
	61100	21100	3rd	5th

Potion Costs
Spell Level	Cleric, Druid, Wizard	Sorcerer	Bard	Paladin, Ranger
0	25 gp	25 gp	25 gp	
1st	50 gp	50 gp	50 gp	50 gp
2nd	300 gp	400 gp	400 gp	400 gp
3rd	750 gp	900 gp	1,050 gp	1,050 gp


Table: Scrolls
Minor	Medium	Major	Spell Level	Caster Level
0105			0	1st
0650			1st	1st
5195	0105		2nd	3rd
96100	0665		3rd	5th
	6695	0105	4th	7th
	96100	0650	5th	9th
		5170	6th	11th
		7185	7th	13th
		8695	8th	15th
		96100	9th	17th
Scroll Costs
Spell Level	Cleric, Druid, Wizard	Sorcerer	Bard	Paladin, Ranger
0	12.5 gp	12.5 gp	12.5 gp	
1st	25 gp	25 gp	25 gp	25 gp
2nd	150 gp	200 gp	200 gp	200 gp
3rd	375 gp	450 gp	525 gp	525 gp
4th	700 gp	800 gp	1,000 gp	1,000 gp
5th	1,125 gp	1,250 gp	1,625 gp	
6th	1,650 gp	1,800 gp	2,400 gp	
7th	2,275 gp	2,450 gp		
8th	3,000 gp	3,200 gp		
9th	3,825 gp	4,050 gp		





Table: Wands
Minor	Medium	Major	Spell Level	Caster Level
0105			0	1st
0660			1st	1st
61100	0160		2nd	3rd
	61100	0160	3rd	5th
		61100	4th	7th
A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when createdeach charge allows the use of the wand's spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell  the creator's caster level  750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50  material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.

Wand Costs
Spell Level	Cleric, Druid, Wizard	Sorcerer	Bard	Paladin, Ranger
0	375 gp	375 gp	375 gp	
1st	750 gp	750 gp	750 gp	750 gp
2nd	4,500 gp	6,000 gp	6,000 gp	6,000 gp
3rd	11,250 gp	13,500 gp	15,750 gp	15,750 gp
4th	21,000 gp	24,000 gp	30,000 gp	30,000 gp




Table: Weapons
Simple Weapons	Cost	Dmg (S)	Dmg (M)	Critical	Range	Weight1	 Type2	Special
Unarmed Attacks
Gauntlet	2 gp	1d2	1d3	2		1 lb.	B	
Unarmed strike		1d2	1d3	2			B	nonlethal
Light Melee Weapons
Dagger	2 gp	1d3	1d4	1920/2	10 ft.	1 lb.	P or S	
Dagger, punching	2 gp	1d3	1d4	3		1 lb.	P	
Gauntlet, spiked	5 gp	1d3	1d4	2		1 lb.	P	
Mace, light	5 gp	1d4	1d6	2		4 lbs.	B	
Sickle	6 gp	1d4	1d6	2		2 lbs.	S	trip
One-Handed Melee Weapons
Club		1d4	1d6	2	10 ft.	3 lbs.	B	
Mace, heavy	12 gp	1d6	1d8	2		8 lbs.	B	
Morningstar	8 gp	1d6	1d8	2		6 lbs.	B and P	
Shortspear	1 gp	1d4	1d6	2	20 ft.	3 lbs.	P	
Two-Handed Melee Weapons
Longspear	5 gp	1d6	1d8	3		9 lbs.	P	brace, reach
Quarterstaff		1d4/1d4	1d6/1d6	2		4 lbs.	B	double, monk
Spear	2 gp	1d6	1d8	3	20 ft.	6 lbs.	P	brace
Ranged Weapons
Blowgun	2 gp	1	1d2	2	20 ft.	1 lb.	P	
Darts, blowgun (10)	5 sp							
Crossbow, heavy	50 gp	1d8	1d10	1920/2	120 ft.	8 lbs.	P	
Bolts, crossbow (10)	1 gp					1 lb.		
Crossbow, light	35 gp	1d6	1d8	1920/2	80 ft.	4 lbs.	P	
Bolts, crossbow (10)	1 gp					1 lb.		
Dart	5 sp	1d3	1d4	2	20 ft.	1/2 lb.	P	
Javelin	1 gp	1d4	1d6	2	30 ft.	2 lbs.	P	
Sling		1d3	1d4	2	50 ft.		B	
Bullets, sling (10)	1 sp					5 lbs.		
Martial Weapons	Cost	Dmg (S)	Dmg (M)	Critical	Range	Weight1	 Type2	Special
Light Melee Weapons
Axe, throwing	8 gp	1d4	1d6	2	10 ft.	2 lbs.	S	
Hammer, light	1 gp	1d3	1d4	2	20 ft.	2 lbs.	B	
Handaxe	6 gp	1d4	1d6	3		3 lbs.	S	
Kukri	8 gp	1d3	1d4	1820/2		2 lbs.	S	
Pick, light	4 gp	1d3	1d4	4		3 lbs.	P	
Sap	1 gp	1d4	1d6	2		2 lbs.	B	nonlethal
Shield, light	special	1d2	1d3	2		special	B	
Spiked armor	special	1d4	1d6	2		special	P	
Spiked shield, light	special	1d3	1d4	2		special	P	
Starknife	24 gp	1d3	1d4	3	20 ft.	3 lbs.	P	
Sword, short	10 gp	1d4	1d6	1920/2		2 lbs.	P	
One-Handed Melee Weapons
Battleaxe	10 gp	1d6	1d8	3		6 lbs.	S	
Flail	8 gp	1d6	1d8	2		5 lbs.	B	disarm, trip
Longsword	15 gp	1d6	1d8	1920/2		4 lbs.	S	
Pick, heavy	8 gp	1d4	1d6	4		6 lbs.	P	
Rapier	20 gp	1d4	1d6	1820/2		2 lbs.	P	
Scimitar	15 gp	1d4	1d6	1820/2		4 lbs.	S	
Shield, heavy	special	1d3	1d4	2		special	B	
Spiked shield, heavy	special	1d4	1d6	2		special	P	
Trident	15 gp	1d6	1d8	2	10 ft.	4 lbs.	P	brace
Warhammer	12 gp	1d6	1d8	3		5 lbs.	B	
Two-Handed Melee Weapons
Falchion	75 gp	1d6	2d4	1820/2		8 lbs.	S	
Glaive	8 gp	1d8	1d10	3		10 lbs.	S	reach
Greataxe	20 gp	1d10	1d12	3		12 lbs.	S	
Greatclub	5 gp	1d8	1d10	2		8 lbs.	B	
Flail, heavy	15 gp	1d8	1d10	1920/2		10 lbs.	B	disarm, trip
Greatsword	50 gp	1d10	2d6	1920/2		8 lbs.	S	
Guisarme	9 gp	1d6	2d4	3		12 lbs.	S	reach, trip
Halberd	10 gp	1d8	1d10	3		12 lbs.	P or S	brace, trip
Lance	10 gp	1d6	1d8	3		10 lbs.	P	reach
Ranseur	10 gp	1d6	2d4	3		12 lbs.	P	disarm, reach
Scythe	18 gp	1d6	2d4	4		10 lbs.	P or S	trip
Ranged Weapons
Longbow	75 gp	1d6	1d8	3	100 ft.	3 lbs.	P	
Arrows (20)	1 gp					3 lbs.		
Longbow, composite	100 gp	1d6	1d8	3	110 ft.	3 lbs.	P	
Arrows (20)	1 gp					3 lbs.		
Shortbow	30 gp	1d4	1d6	3	60 ft.	2 lbs.	P	
Arrows (20)	1 gp					3 lbs.		
Shortbow, composite	75 gp	1d4	1d6	3	70 ft.	2 lbs.	P	
Arrows (20)	1 gp					3 lbs.		
Exotic Weapons	Cost	Dmg (S)	Dmg (M)	Critical	Range	Weight1	 Type2	Special
Light Melee Weapons
Kama	2 gp	1d4	1d6	2		2 lbs.	S	 monk, trip
Nunchaku	2 gp	1d4	1d6	2		2 lbs.	B	disarm, monk
Sai	1 gp	1d3	1d4	2		1 lb.	B	disarm, monk
Siangham	3 gp	1d4	1d6	2		1 lb.	P	monk
One-Handed Melee Weapons
Sword, bastard	35 gp	1d8	1d10	1920/2		6 lbs.	S	
Waraxe, dwarven	30 gp	1d8	1d10	3		8 lbs.	S	
Whip	1 gp	1d2	1d3	2		2 lbs.	S	disarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Axe, orc double	60 gp	1d6/1d6	1d8/1d8	3		15 lbs.	S	double
Chain, spiked	25 gp	1d6	2d4	2		10 lbs.	P	disarm, trip
Curve blade, elven	80 gp	1d8	1d10	1820/2		7 lbs.	S	
Flail, dire	90 gp	1d6/1d6	1d8/1d8	2		10 lbs.	B	disarm, double, trip
Hammer, gnome hooked	20 gp	1d6/1d4	1d8/1d6	3/4		6 lbs.	B or P	double, trip
Sword, two-bladed	100 gp	1d6/1d6	1d8/1d8	1920/2		10 lbs.	S	double
Urgrosh, dwarven	50 gp	1d6/1d4	1d8/1d6	3		12 lbs.	P or S	brace, double
Ranged Weapons
Bolas	5 gp	1d3	1d4	2	10 ft.	2 lbs.	B	nonlethal, trip
Crossbow, hand	100 gp	1d3	1d4	1920/2	30 ft.	2 lbs.	P	
Bolts (10)	1 gp					1 lb.		
Crossbow, repeating heavy	400 gp	1d8	1d10	1920/2	120 ft.	12 lbs.	P	
Bolts (5)	1 gp					1 lb.		
Crossbow, repeating light	250 gp	1d6	1d8	1920/2	80 ft.	6 lbs.	P	
Bolts (5)	1 gp					1 lb.		
Net	20 gp				10 ft.	6 lbs.		
Shuriken (5)	1 gp	1	1d2	2	10 ft.	1/2 lb.	P	monk
Sling staff, halfling	20 gp	1d6	1d8	3	80 ft.	3 lbs.	B	
Bullets, sling (10)	1 sp					5 lbs.		
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies and, or either type (wielder's choice) if the entry specifies or.

Table: Armor and Shields
Armor	Cost	Armor/Shield Bonus	Maximum Dex Bonus	Armor Check Penalty	Arcane Spell Failure Chance	Speed	Weight1
30 ft.	20 ft.
Light armor
Padded	5 gp	+1	+8	0	5%	30 ft.	20 ft.	10 lbs.
Leather	10 gp	+2	+6	0	10%	30 ft.	20 ft.	15 lbs.
Studded leather	25 gp	+3	+5	1	15%	30 ft.	20 ft.	20 lbs.
Chain shirt	100 gp	+4	+4	2	20%	30 ft.	20 ft.	25 lbs.
Medium armor
Hide	15 gp	+4	+4	3	20%	20 ft.	15 ft.	25 lbs.
Scale mail	50 gp	+5	+3	4	25%	20 ft.	15 ft.	30 lbs.
Chainmail	150 gp	+6	+2	5	30%	20 ft.	15 ft.	40 lbs.
Breastplate	200 gp	+6	+3	4	25%	20 ft.	15 ft.	30 lbs.
Heavy armor
Splint mail	200 gp	+7	+0	7	40%	20 ft.2	15 ft.2	45 lbs.
Banded mail	250 gp	+7	+1	6	35%	20 ft.2	15 ft.2	35 lbs.
Half-plate	600 gp	+8	+0	7	40%	20 ft.2	15 ft.2	50 lbs.
Full plate	1,500 gp	+9	+1	6	35%	20 ft.2	15 ft.2	50 lbs.
Shields
Buckler	5 gp	+1		1	5%			5 lbs.
Shield, light wooden	3 gp	+1		1	5%			5 lbs.
Shield, light steel	9 gp	+1		1	5%			6 lbs.
Shield, heavy wooden	7 gp	+2		2	15%			10 lbs.
Shield, heavy steel	20 gp	+2		2	15%			15 lbs.
Shield, tower	30 gp	+43	+2	10	50%			45 lbs.
Extras
Armor spikes	+50 gp							+10 lbs.
Gauntlet, locked	8 gp			special	n/a4			+5 lbs.
Shield spikes	+10 gp							+5 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.
