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418 lines
17 KiB
Plaintext
418 lines
17 KiB
Plaintext
Table: Random Magic Item Generation
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Minor Medium Major Item
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01–04 01–10 01–10 Armor and shields
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05–09 11–20 11–20 Weapons
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10–44 21–30 21–25 Potions
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45–46 31–40 26–35 Rings
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— 41–50 36–45 Rods
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47–81 51–65 46–55 Scrolls
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— 66–68 56–75 Staves
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82–91 69–83 76–80 Wands
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92–100 84–100 81–100 Wondrous items
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Table: Armor and Shields
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Minor Medium Major Item Base Price
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01–60 01–05 — +1 shield 1,000 gp
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61–80 06–10 — +1 armor 1,000 gp
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81–85 11–20 — +2 shield 4,000 gp
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86–87 21–30 — +2 armor 4,000 gp
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— 31–40 01–08 +3 shield 9,000 gp
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— 41–50 09–16 +3 armor 9,000 gp
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— 51–55 17–27 +4 shield 16,000 gp
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— 56–57 28–38 +4 armor 16,000 gp
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— — 39–49 +5 shield 25,000 gp
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— — 50–57 +5 armor 25,000 gp
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— — — +6 armor/shield1 36,000 gp
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— — — +7 armor/shield1 49,000 gp
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— — — +8 armor/shield1 64,000 gp
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— — — +9 armor/shield1 81,000 gp
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— — — +10 armor/shield1 100,000 gp
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88–89 58–60 58–60 Specific armor2 —
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90–91 61–63 61–63 Specific shield3 —
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92–100 64–100 64–100 Special ability and roll again2,3 —
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1 Armor and shields can't have enhancement bonuses higher than +5. Use these lines to determine price when special abilities are added in.
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2 Roll on Table: Specific Armors.
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3 Roll on Table: Specific Shields.
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Table: Armor Special Abilities
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Minor Medium Major Special Ability Base Price Modifier
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01–25 01–05 01–03 Glamered +2,700 gp
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26–32 06–08 04 Fortification, light +1 bonus1
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33–52 09–11 — Slick +3,750 gp
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53–92 12–17 — Shadow +3,750 gp
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93–96 18–19 — Spell resistance (13) +2 bonus1
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97 20–29 05–07 Slick, improved +15,000 gp
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98–99 30–49 08–13 Shadow, improved +15,000 gp
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— 50–74 14–28 Energy resistance +18,000 gp
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— 75–79 29–33 Ghost touch +3 bonus1
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— 80–84 34–35 Invulnerability +3 bonus1
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— 85–89 36–40 Fortification, moderate +3 bonus1
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— 90–94 41–42 Spell resistance (15) +3 bonus1
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— 95–99 43 Wild +3 bonus1
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— — 44–48 Slick, greater +33,750 gp
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— — 49–58 Shadow, greater +33,750 gp
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— — 59–83 Energy resistance, improved +42,000 gp
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— — 84–88 Spell resistance (17) +4 bonus1
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— — 89 Etherealness +49,000 gp
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— — 90 Undead controlling +49,000 gp
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— — 91–92 Fortification, heavy +5 bonus1
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— — 93–94 Spell resistance (19) +5 bonus1
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— — 95–99 Energy resistance, greater +66,000 gp
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100 100 100 Roll twice again2 —
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1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
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2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
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Table: Shield Special Abilities
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Minor Medium Major Special Ability Base Price Modifier
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01–20 01–10 01–05 Arrow catching +1 bonus1
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21–40 11–20 06–08 Bashing +1 bonus1
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41–50 21–25 09–10 Blinding +1 bonus1
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51–75 26–40 11–15 Fortification, light +1 bonus1
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76–92 41–50 16–20 Arrow deflection +2 bonus1
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93–97 51–57 21–25 Animated +2 bonus1
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98–99 58–59 — Spell resistance (13) +2 bonus1
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— 60–79 26–41 Energy resistance +18,000 gp
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— 80–85 42–46 Ghost touch +3 bonus1
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— 86–95 47–56 Fortification, moderate +3 bonus1
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— 96–98 57–58 Spell resistance (15) +3 bonus1
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— 99 59 Wild +3 bonus1
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— — 60–84 Energy resistance, improved +42,000 gp
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— — 85–86 Spell resistance (17) +4 bonus1
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— — 87 Undead controlling +49,000 gp
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— — 88–91 Fortification, heavy +5 bonus1
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— — 92–93 Reflecting +5 bonus1
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— — 94 Spell resistance (19) +5 bonus1
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— — 95–99 Energy resistance, greater +66,000 gp
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100 100 100 Roll twice again2 —
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1 Add to enhancement bonus on Table: Armor and Shields to determine total market price
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2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.
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Table: Weapons
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Minor Medium Major Weapon Bonus Base Price1
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01–70 01–10 — +1 2,000 gp
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71–85 11–29 — +2 8,000 gp
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— 30–58 01–20 +3 18,000 gp
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— 59–62 21–38 +4 32,000 gp
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— — 39–49 +5 50,000 gp
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— — — +62 72,000 gp
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— — — +72 98,000 gp
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— — — +82 128,000 gp
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— — — +92 162,000 gp
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— — — +102 200,000 gp
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86–90 63–68 50–63 Specific weapon3 —
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91–100 69–100 64–100 Special ability and roll again4 —
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1 For ammunition, this price is for 50 arrows, bolts, or bullets.
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2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special abilities are added in.
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3 See Table: Specific Weapons.
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4 See Table: Melee Weapon Special Abilities for melee weapons and Table: Ranged Weapon Special Abilities for ranged weapons.
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Table: Melee Weapon Special Abilities
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Minor Medium Major Special Ability Base Price Modifier1
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01–10 01–06 01–03 Bane +1 bonus
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11–17 07–12 — Defending +1 bonus
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18–27 13–19 04–06 Flaming +1 bonus
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28–37 20–26 07–09 Frost +1 bonus
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38–47 27–33 10–12 Shock +1 bonus
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48–56 34–38 13–15 Ghost touch +1 bonus
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57–67 39–44 — Keen2 +1 bonus
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68–71 45–48 16–19 Ki Focus +1 bonus
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72–75 49–50 — Merciful +1 bonus
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76–82 51–54 20–21 Mighty cleaving +1 bonus
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83–87 55–59 22–24 Spell storing +1 bonus
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88–91 60–63 25–28 Throwing +1 bonus
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92–95 64–65 29–32 Thundering +1 bonus
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96–99 66–69 33–36 Vicious +1 bonus
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— 70–72 37–41 Anarchic +2 bonus
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— 73–75 42–46 Axiomatic +2 bonus
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— 76–78 47–49 Disruption3 +2 bonus
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— 79–81 50–54 Flaming burst +2 bonus
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— 82–84 55–59 Icy burst +2 bonus
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— 85–87 60–64 Holy +2 bonus
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— 88–90 65–69 Shocking burst +2 bonus
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— 91–93 70–74 Unholy +2 bonus
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— 94–95 75–78 Wounding +2 bonus
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— — 79–83 Speed +3 bonus
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— — 84–86 Brilliant energy +4 bonus
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— — 87–88 Dancing +4 bonus
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— — 89–90 Vorpal2 +5 bonus
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100 96–100 91–100 Roll again twice4 —
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1 Add to enhancement bonus on Table: Weapons to determine total market price.
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2 Piercing or slashing weapons only (slashing only for vorpal). Reroll if randomly generated for a bludgeoning weapon.
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3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
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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.
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Table: Ranged Weapon Special Abilities
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Minor Medium Major Special Ability Base Price Modifier1
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01–12 01–08 01–04 Bane2 +1 bonus
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13–25 09–16 05–08 Distance +1 bonus
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26–40 17–28 09–12 Flaming2 +1 bonus
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41–55 29–40 13–16 Frost2 +1 bonus
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56–60 41–42 — Merciful2 +1 bonus
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61–68 43–47 17–21 Returning +1 bonus
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69–83 48–59 22–25 Shock2 +1 bonus
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84–93 60–64 26–27 Seeking +1 bonus
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94–99 65–68 28–29 Thundering2 +1 bonus
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— 69–71 30–34 Anarchic2 +2 bonus
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— 72–74 35–39 Axiomatic2 +2 bonus
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— 75–79 40–49 Flaming burst2 +2 bonus
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— 80–82 50–54 Holy2 +2 bonus
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— 83–87 55–64 Icy burst2 +2 bonus
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— 88–92 65–74 Shocking burst2 +2 bonus
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— 93–95 75–79 Unholy2 +2 bonus
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— — 80–84 Speed +3 bonus
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— — 85–90 Brilliant energy +4 bonus
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100 96–100 91–100 Roll again twice2 —
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1 Add to enhancement bonus on Table: Weapons to determine total market price.
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2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.
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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.
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Table: Specific Weapons
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Minor Medium Major Specific Weapon Market Price
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01–15 — — Sleep arrow 132 gp
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16–25 — — Screaming bolt 267 gp
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26–45 — — Silver dagger, masterwork 322 gp
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46–65 — — Cold iron longsword, masterwork 330 gp
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66–75 01–09 — Javelin of lightning 1,500 gp
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76–80 10–15 — Slaying arrow 2,282 gp
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81–90 16–24 — Adamantine dagger 3,002 gp
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91–100 25–33 — Adamantine battleaxe 3,010 gp
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— 34–37 — Slaying arrow (greater) 4,057 gp
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— 38–40 — Shatterspike 4,315 gp
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— 41–46 — Dagger of venom 8,302 gp
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— 47–51 — Trident of warning 10,115 gp
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— 52–57 01–04 Assassin's dagger 10,302 gp
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— 58–62 05–07 Shifter's sorrow 12,780 gp
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— 63–66 08–09 Trident of fish command 18,650 gp
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— 67–74 10–13 Flame tongue 20,715 gp
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— 75–79 14–17 Luck blade (0 wishes) 22,060 gp
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— 80–86 18–24 Sword of subtlety 22,310 gp
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— 87–91 25–31 Sword of the planes 22,315 gp
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— 92–95 32–37 Nine lives stealer 23,057 gp
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— 96–98 38–42 Oathbow 25,600 gp
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— 99–100 43–46 Sword of life stealing 25,715 gp
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— — 47–51 Mace of terror 38,552 gp
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— — 52–57 Life-drinker 40,320 gp
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— — 58–62 Sylvan scimitar 47,315 gp
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— — 63–67 Rapier of puncturing 50,320 gp
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— — 68–73 Sun blade 50,335 gp
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— — 74–79 Frost brand 54,475 gp
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— — 80–84 Dwarven thrower 60,312 gp
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— — 85–91 Luck blade (1 wish) 62,360 gp
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— — 92–95 Mace of smiting 75,312 gp
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— — 96–97 Luck blade (2 wishes) 102,660 gp
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— — 98–99 Holy avenger 120,630 gp
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— — 100 Luck blade (3 wishes) 142,960 gp
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Table: Potions
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Minor Medium Major Spell Level Caster Level
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01–20 — — 0 1st
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21–60 01–20 — 1st 1st
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61–100 21–60 01–20 2nd 3rd
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— 61–100 21–100 3rd 5th
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Potion Costs
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Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
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0 25 gp 25 gp 25 gp —
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1st 50 gp 50 gp 50 gp 50 gp
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2nd 300 gp 400 gp 400 gp 400 gp
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3rd 750 gp 900 gp 1,050 gp 1,050 gp
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Table: Scrolls
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Minor Medium Major Spell Level Caster Level
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01–05 — — 0 1st
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06–50 — — 1st 1st
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51–95 01–05 — 2nd 3rd
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96–100 06–65 — 3rd 5th
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— 66–95 01–05 4th 7th
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— 96–100 06–50 5th 9th
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— — 51–70 6th 11th
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— — 71–85 7th 13th
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— — 86–95 8th 15th
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— — 96–100 9th 17th
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Scroll Costs
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Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
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0 12.5 gp 12.5 gp 12.5 gp —
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1st 25 gp 25 gp 25 gp 25 gp
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2nd 150 gp 200 gp 200 gp 200 gp
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3rd 375 gp 450 gp 525 gp 525 gp
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4th 700 gp 800 gp 1,000 gp 1,000 gp
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5th 1,125 gp 1,250 gp 1,625 gp —
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6th 1,650 gp 1,800 gp 2,400 gp —
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7th 2,275 gp 2,450 gp — —
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8th 3,000 gp 3,200 gp — —
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9th 3,825 gp 4,050 gp — —
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Table: Wands
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Minor Medium Major Spell Level Caster Level
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01–05 — — 0 1st
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06–60 — — 1st 1st
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61–100 01–60 — 2nd 3rd
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— 61–100 01–60 3rd 5th
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— — 61–100 4th 7th
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A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each 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.
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Wand Costs
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Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger
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0 375 gp 375 gp 375 gp —
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1st 750 gp 750 gp 750 gp 750 gp
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2nd 4,500 gp 6,000 gp 6,000 gp 6,000 gp
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3rd 11,250 gp 13,500 gp 15,750 gp 15,750 gp
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4th 21,000 gp 24,000 gp 30,000 gp 30,000 gp
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Table: Weapons
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Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
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Unarmed Attacks
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Gauntlet 2 gp 1d2 1d3 ×2 — 1 lb. B —
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Unarmed strike — 1d2 1d3 ×2 — — B nonlethal
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Light Melee Weapons
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Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S —
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Dagger, punching 2 gp 1d3 1d4 ×3 — 1 lb. P —
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Gauntlet, spiked 5 gp 1d3 1d4 ×2 — 1 lb. P —
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Mace, light 5 gp 1d4 1d6 ×2 — 4 lbs. B —
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Sickle 6 gp 1d4 1d6 ×2 — 2 lbs. S trip
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One-Handed Melee Weapons
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Club — 1d4 1d6 ×2 10 ft. 3 lbs. B —
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Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lbs. B —
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Morningstar 8 gp 1d6 1d8 ×2 — 6 lbs. B and P —
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Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lbs. P —
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Two-Handed Melee Weapons
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Longspear 5 gp 1d6 1d8 ×3 — 9 lbs. P brace, reach
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Quarterstaff — 1d4/1d4 1d6/1d6 ×2 — 4 lbs. B double, monk
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Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lbs. P brace
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Ranged Weapons
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Blowgun 2 gp 1 1d2 ×2 20 ft. 1 lb. P —
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Darts, blowgun (10) 5 sp — — — — — — —
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Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P —
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Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
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Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
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Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
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Dart 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. P —
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Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P —
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Sling — 1d3 1d4 ×2 50 ft. — B —
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Bullets, sling (10) 1 sp — — — — 5 lbs. — —
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Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
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Light Melee Weapons
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Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lbs. S —
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Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lbs. B —
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Handaxe 6 gp 1d4 1d6 ×3 — 3 lbs. S —
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Kukri 8 gp 1d3 1d4 18–20/×2 — 2 lbs. S —
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Pick, light 4 gp 1d3 1d4 ×4 — 3 lbs. P —
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Sap 1 gp 1d4 1d6 ×2 — 2 lbs. B nonlethal
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Shield, light special 1d2 1d3 ×2 — special B —
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Spiked armor special 1d4 1d6 ×2 — special P —
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Spiked shield, light special 1d3 1d4 ×2 — special P —
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Starknife 24 gp 1d3 1d4 ×3 20 ft. 3 lbs. P —
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Sword, short 10 gp 1d4 1d6 19–20/×2 — 2 lbs. P —
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One-Handed Melee Weapons
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Battleaxe 10 gp 1d6 1d8 ×3 — 6 lbs. S —
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Flail 8 gp 1d6 1d8 ×2 — 5 lbs. B disarm, trip
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Longsword 15 gp 1d6 1d8 19–20/×2 — 4 lbs. S —
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Pick, heavy 8 gp 1d4 1d6 ×4 — 6 lbs. P —
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Rapier 20 gp 1d4 1d6 18–20/×2 — 2 lbs. P —
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Scimitar 15 gp 1d4 1d6 18–20/×2 — 4 lbs. S —
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Shield, heavy special 1d3 1d4 ×2 — special B —
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Spiked shield, heavy special 1d4 1d6 ×2 — special P —
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Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lbs. P brace
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Warhammer 12 gp 1d6 1d8 ×3 — 5 lbs. B —
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Two-Handed Melee Weapons
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Falchion 75 gp 1d6 2d4 18–20/×2 — 8 lbs. S —
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Glaive 8 gp 1d8 1d10 ×3 — 10 lbs. S reach
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Greataxe 20 gp 1d10 1d12 ×3 — 12 lbs. S —
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Greatclub 5 gp 1d8 1d10 ×2 — 8 lbs. B —
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Flail, heavy 15 gp 1d8 1d10 19–20/×2 — 10 lbs. B disarm, trip
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Greatsword 50 gp 1d10 2d6 19–20/×2 — 8 lbs. S —
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Guisarme 9 gp 1d6 2d4 ×3 — 12 lbs. S reach, trip
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Halberd 10 gp 1d8 1d10 ×3 — 12 lbs. P or S brace, trip
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Lance 10 gp 1d6 1d8 ×3 — 10 lbs. P reach
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Ranseur 10 gp 1d6 2d4 ×3 — 12 lbs. P disarm, reach
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Scythe 18 gp 1d6 2d4 ×4 — 10 lbs. P or S trip
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Ranged Weapons
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Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lbs. P —
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Arrows (20) 1 gp — — — — 3 lbs. — —
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Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lbs. P —
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Arrows (20) 1 gp — — — — 3 lbs. — —
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Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lbs. P —
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Arrows (20) 1 gp — — — — 3 lbs. — —
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Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lbs. P —
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Arrows (20) 1 gp — — — — 3 lbs. — —
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Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
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Light Melee Weapons
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Kama 2 gp 1d4 1d6 ×2 — 2 lbs. S monk, trip
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Nunchaku 2 gp 1d4 1d6 ×2 — 2 lbs. B disarm, monk
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Sai 1 gp 1d3 1d4 ×2 — 1 lb. B disarm, monk
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Siangham 3 gp 1d4 1d6 ×2 — 1 lb. P monk
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One-Handed Melee Weapons
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Sword, bastard 35 gp 1d8 1d10 19–20/×2 — 6 lbs. S —
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Waraxe, dwarven 30 gp 1d8 1d10 ×3 — 8 lbs. S —
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Whip 1 gp 1d2 1d3 ×2 — 2 lbs. S disarm, nonlethal, reach, trip
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Two-Handed Melee Weapons
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Axe, orc double 60 gp 1d6/1d6 1d8/1d8 ×3 — 15 lbs. S double
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Chain, spiked 25 gp 1d6 2d4 ×2 — 10 lbs. P disarm, trip
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Curve blade, elven 80 gp 1d8 1d10 18–20/×2 — 7 lbs. S —
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Flail, dire 90 gp 1d6/1d6 1d8/1d8 ×2 — 10 lbs. B disarm, double, trip
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Hammer, gnome hooked 20 gp 1d6/1d4 1d8/1d6 ×3/×4 — 6 lbs. B or P double, trip
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Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19–20/×2 — 10 lbs. S double
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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 19–20/×2 30 ft. 2 lbs. P —
|
||
Bolts (10) 1 gp — — — — 1 lb. — —
|
||
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P —
|
||
Bolts (5) 1 gp — — — — 1 lb. — —
|
||
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×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.
|