Compiled Equipment & Spell Services

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    Compiled Equipment

    & Spell Services

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    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

    Brigandine Armor Armor 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

    CuirassArmor 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

    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

    Half PlateArmor 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

    Half Plate 2,500 GP 45 lbs. 7

    Helmet *Helmet Cost Weight Improves AC by

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    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. 2Basinet 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

    PlateArmor 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

    Oriental Plate 750 GP 45 lbs. 7

    Ring Mail Armor Cost Weight Improves AC by

    Dark Elven Ring Mail 14,450 GP 20 lbs. 6

    Elven Ring Mail 14,450 GP 20 lbs. 6Ring Mail 100 GP 30 lbs. 5

    Scale Mail Armor 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. 4Sea Elf Scale Mail 1,250 GP 30 lbs. 6

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    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 Visionchecks and a -3 penalty to Hearing checks.

    Great HelmVision 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. 2Padded Barding 150 60 lbs. 2

    Medium Barding Barding Cost Weight Improves AC by

    Brigandine Barding 1,000 GP 70 lbs. 3

    Chain Barding 500 GP 70 lbs. 4

    Dark Elven Chain Barding 95,000 GP 35 lbs. 6

    Elven Chain Barding 95,000 GP 35 lbs. 6Ring Barding 80 GP 80 lbs. 3

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    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 PieceArmor Type Full Suit

    Improves ACBreastplate 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 its western counterpart when determining piecemeal values.

    Miscellaneous Equipment

    Animals

    AnimalsEquipment Cost

    Boar 10 GP

    Bull 20 GP

    Calf 5 GP

    Camel 50 GP

    Capon 3 CP

    Cat 1 SP

    Chicken 2 CP

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    Cow 10 GP

    Donkey, Mule, or Ass 8 GP

    Falcon (trained) 1,000 GP

    Goat 1 GP

    Goose 5 CPGuinea 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 GPSheep 2 GP

    Songbird 10 SP

    Swan 5 SP

    Dog Equipment Cost

    Guard 25 GP

    Hunting 17 GPWar 20 GP

    Elephant Equipment Cost

    Labor 200 GP

    War 500 GP

    Horse

    Equipment CostDraft 200 GP

    Heavy War 400 GP

    Light War 150 GP

    Medium War 225 GP

    Riding 75 GP

    Pigeon

    Equipment CostPigeon 1 CP

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    Pigeon, Homing 100 GP

    Daily Food

    Food

    Equipment CostAle (per gallon) 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 SPCoarse 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

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    Meals (per day)Equipment Cost

    Common 3 SP

    Good 5 SP

    Poor 1 SP

    Ingot

    Ingots (per bar)Ingot Value

    Adamantite 12,750 GP

    Bronze 3 GP

    Copper 1 GP

    Dwarven Steel 25 GPGold 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 CostCommon Lodging 5 SP / 2 GP

    Poor Lodging 5 CP / 2 SP

    Miscellaneous Equipment

    BeltsEquipment Cost

    Belt 3 SP

    Girdle 3 GP

    Sash 2 SP

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    Cloak Equipment Cost

    Good Cloth 8 SP

    Fine Fur 50 GP

    Clothing Equipment Cost

    Belt 3 SP

    Breeches 2 GP

    Cap, hat 1 SP

    Gloves 1 GP

    Gown, Common 12 SP

    Hose 2 GPKnife 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 GPBoots, Soft 1 GP

    Sandals 5 CP

    Shoes 1 GP

    RobesEquipment Cost

    Common 9 SP

    Embroidered 20 GP

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    Services

    ServicesEquipment Cost

    Bath 3 CPClerk (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

    ServicesEquipment Cost

    Barge 500 GPCaravel 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 GPKnarr 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

    CanoeEquipment Cost

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    Small 30 GP

    War 50 GP

    CarriageEquipment Cost

    Common 150 GP

    Coach, Ornamented 7,000 GP

    Chariot Equipment Cost

    Riding 200 GP

    War 500 GP

    Oar Equipment Cost

    Common 2 GP

    Galley 10 GP* Movement rates for this equipment are given in the DMG.

    Tack & Harness

    Tack & HarnessEquipment 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.

    SaddleEquipment Cost Weight

    Pack 5 GP 15 lbs.

    Riding 10 GP 35 lbs.

    Saddle BagsEquipment Cost Weight

    Large 4 GP 8 lbs.

    Small 3 GP 5 lbs.

    YokeEquipment Cost Weight

    Horse 5 GP 15 lbs.

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    Ox 3 GP 20 lbs.* These items weigh little individually. Ten of these items weigh one pound.

    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 *

    Glass bottle 10 GP *

    Grappling hook 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 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 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.

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    Spyglass 1,000 GP 1 lbs.

    Thieve's Picks 30 GP 1 lbs.

    Torch 1 CP 1 lbs.

    Water Clock 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 *

    Basket Equipment Cost Weight

    Large 3 SP 1 lbs.

    Small 7 SP lbs.

    Chain (per ft.)Equipment Cost Weight

    Heavy 4 GP 3 lbs.

    Light 3 SP 1 lbs.

    Chest Equipment 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.

    LanternEquipment Cost Weight

    Beacon 150 GP 50 lbs.

    Bullseye 12 GP 3 lbs.

    Hooded 7 GP 2 lbs.

    Lock Equipment Cost Weight

    Good 100 GP 1 lbs.

    Poor 20 GP 1 lbs.

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    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.

    Sack Equipment Cost Weight

    Large 2 SP 1/2 lbs.

    Small 5 CP *

    Tent Equipment Cost Weight

    Large 25 GP 20 lbs.

    Pavilion 100 GP 50 lbs.

    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 encumbranceunless hundreds are carried.

    Thieves Equipment Table

    ArmorCloth

    Armor Cost Weight (lbs.) Improves AC by Legality

    Black Bodysuit 10 GP 1lbs. 1 L / S Nightsuit 35 GP 10 lbs. 2 S / I

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    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 SpeedFactor

    DamageS-M

    DamageL

    Legality

    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 / ISword Stick / Cane 15 GP 4 lbs. M P 3 1d4 1d6 S / I

    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 LClimbing 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

    Glass Cutter 120 GP 1 lbs. S / I

    Grappling Hook 2 GP 2 lbs. L

    Grappling Hook Collapsable

    3 GP 2 lbs. L

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    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 LScent Vial 5 CP L / S

    Skeleton Key 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 LWrist Sheath 5 SP S / I

    These items weigh little individually. Ten of these weigh one pound.

    Acid Item Cost Weight (lbs.) Legality

    Strong Acid 75 GP 1 lbs. L / S

    Weak Acid 50 GP 1 lbs. L / S

    BootsItem 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

    Gloves

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    Item Cost Weight (lbs.) Legality

    Clawed Gloves 20 GP 1 lbs. I

    Slagknuckle Gloves 7 GP 2 lbs. S / I

    HacksawItem 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 IToxic Pellets 10 GP I

    These items weigh little individually. Ten of these weigh one pound.

    RingsItem Cost Weight (lbs.) Legality

    Hollow Ring 3 GP S / I

    Pin Ring 2 GP S / I

    Razor Ring 2 GP S / I These items weigh little individually. Ten of these weigh one pound.

    Thieves PicksItem 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

    Insect Venom (Exotic) 25 GP Liquid I

    Snake Venom (Common) 8 SP Liquid S / I

    Snake Venom (Exotic) 40 GP Liquid I

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    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 WeaponsWeapon Cost Weight

    (lbs.)Size Type Speed

    FactorDamage

    S-MDamage

    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 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

    Trident 15 GP 5 lbs. L P 7 1H 1d6+12H 1d8+1

    1H 3d42H 3d4

    AxeWeapon Cost Weight

    (lbs)Size Type Speed

    FactorDamage

    S-MDamage

    L

    Battle Axe 5 GP 7 lbs. M S 7 1d8 1d8Carrikal 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

    Club

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    Weapon Cost Weight(lbs.)

    Size Type SpeedFactor

    DamageS-M

    DamageL

    Belaying Pin 2 CP 2 lbs. S B 4 1d3 1d3

    Club -- 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

    FactorDamage

    S-MDamage

    L

    Cord & Dagger 2 GP 1 lbs. S B/S 6 1d4 1d4Dagger 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 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

    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

    FactorDamage

    S MDamage

    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

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    Gaff / Hook Weapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    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

    FactorDamage

    S MDamage

    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

    Hand Weapon Cost Weight

    (lbs)Size Type Speed

    FactorDamage

    S-MDamage

    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 1d6Glove Spike 2 GP 2 lbs. S P 2 1d4+1 1d4

    Hora 1 GP lbs. S B 1 1d3 1d3

    Nekode (ClimbingClaws)

    1 GP 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

    HarpoonWeapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    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

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    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 1d10Glaive 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 1d12Lucern 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

    ScytheWeapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Scythe 9 SP 8 lbs. L P/S 8 1d6+1 1d8

    War Scythe 15 GP 12 lbs. L P/S 8 2d6 1d8+2

    SickleWeapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Kama 6 SP 2 lbs. S S 3 1d4+1 1d4

    Sickle 5 SP 3 lbs. S S 3 1d4+1 1d4

    Spear Weapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Long Spear 5 GP 8 lbs. L P 1H 82H 8

    1H 1d82H 2d6

    1H 1d8+12H 3d6

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    Spear 8 SP 5 lbs. M P 1H 62H 6

    1H 1d6+12H 1d8+1

    1H 1d62H 2d6

    Short Spear 5 SP 4 lbs. M P 6 1d6 1d6

    Spike

    Weapon Cost Weight Size Type SpeedFactor

    DamageS M

    DamageL

    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

    Staff Weapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Brandistock 15 GP 5 lbs. M P 4 1d6 1d6Flindbar 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

    FactorDamage

    S MDamage

    L

    Hoopak 1 SP 2lbs. S B 10 by ammotype

    by ammotype

    Staff Sling 2 SP 2 lbs. M B 11 by ammotype

    by ammotype

    Stinkpot 1 SP 2 lbs. S B 11 1d3 1d3

    Sword Weapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Basilard 7 GP 3 lbs. S P/S 3 1d4+1 1d6+1

    Bastard Sword 25 GP 10 lbs. M S 1H 62H 8

    1H 1d82H 2d4

    1H 1d122H 2d8

    Bokken 3 GP 4 lbs. M B 1H 52H 5

    1H 1d42H 1d6

    1H 1d22H 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

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    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+1Falcata 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 2d6Khopesh 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 1d6Sword 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

    WhipWeapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Bullwhip 6 SP 4 lbs. L B 9 1d3 1d2

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    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 -- 8 1d2 1This weapon may be used to make entangling attacks.*** This weapon available only if allowed by the DM.

    * 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

    BowWeapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Composite Long Bow 100 GP 3 lbs. L P 7 by ammotype

    by ammotype

    Composite Short Bow 75 GP 2 lbs. M P 6 by ammotype

    by ammotype

    Daikyu 100 GP 4 lbs. L P 8 by ammotype

    by ammotype

    Folding Short Bow 45 GP 2 lbs. M P 7 by ammotype

    by ammotype

    Long Bow 75 GP 3 lbs. L P 8 by ammotype

    by ammotype

    Short Bow 30 GP 2 lbs. M P 7 by ammotype

    by ammotype

    CrossbowWeapon Cost Weight

    (lbs.)Size Type Speed

    FactorDamage

    S MDamage

    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

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    Dart Weapon Cost Weight

    (lbs.)Size Type Speed

    FactorDamage

    S -MDamage

    L

    Dart 5 SP lbs. S P 2 1d3 1d3

    Small Dart 7 SP S P 2 1 1Throwing Spike 3 SP lbs. S P 2 1d2 1d2

    These items weigh little individually. Ten of these weigh one pound.

    Firearms *** Weapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Arquebus 1,250 GP 10 lbs. M P 15 1d10 1d10

    Blunderbus 925 GP 10 lbs. M P 15 1d4 1d6

    Caliver 300 GP 11 lbs. M P 12 1d10 1d12Hand Pistol 725 GP 6 lbs. S P 15 1d8 1d8

    Musket 1,750 GP 10 lbs. M P 15 1d12 1d12

    Miscellaneous Ranged Weapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Blowgun 5 GP 2 lbs. L P 5 By ammotype

    by ammotype

    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 42H 4

    1H 1d4+12H 1d4+1

    1H 1d42H 1d6

    Kpinga 8 GP 3 lbs M P/S 3 1d6 1d4

    Sling 5 CP S -- 6 by ammotype

    by ammotype

    Trident 15 GP 5 lbs. L P 7 1d6+1 3d4

    ShurikenWeapon Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Large Shuriken 5 SP lbs. S P 2 1d6 1d4

    Small Shuriken 3 SP S P 2 1d4 1d4 These items weigh little individually. Ten of these weigh one pound.

    Ammunition Arrows

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    Ammunition Cost Weight(lbs.)

    Size Type SpeedFactor

    DamageS-M

    DamageL

    Armor Piercer ^ 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

    BoltsAmmunition Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Armor Piercing Bolt 3 GP/10 S P -- By weapontype

    By weapontype

    Chu Ko No Clip 7 GP 2 lbs. S P -- By weapontype

    By weapontype

    Barbed Bolt 3 GP/10 S P -- By weapontype +1

    By weapontype +1

    Bolt 5 SP/10 S P -- By weapontype

    By weapontype

    BulletsAmmunition Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Bullet 2 GP S P -- +2 +1

    Musketball 3 SP S P -- +1 +1

    Shot (Arquebus or Blunderbus only)

    9 SP S P -- By range(See below)

    By range(See below)

    Slug 5 SP S P -- +1 +1

    Round 2 GP S P -- + 1 +2

    Shot Damage Short Range Medium Range Long Range

    Arquebus 10 yds.

    3d8

    20 yds.

    3d6

    30 yds.

    1d10Blunderbus 5 yds.

    3d810 yds.

    3d620 yds.1d10

    Darts / NeedlesAmmunition Cost Weight Size Type Speed

    FactorDamage

    S MDamage

    L

    Blowgun Dart 2 CP/5 S P -- 1d2 1d2

    Barbed Dart 2 CP/5 S P -- 1d2+1 1d2+1

    Needle 1 S/5 S P -- 1 1

    Sling Ammunition

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    Ammunition Cost Weight Size Type SpeedFactor

    DamageS M

    DamageL

    Sling Bullet 1 SP/5 S B -- 1d4+1 1d6

    Sling Stone -- 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 fullysubmerged)

    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.

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    Javelin 1 20 yds. 40 yds. 60 yds.

    Knife 2/1 10 yds. 20 yds. 30 yds.

    Kpinga 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.

    Throwing Hammer 1 10 yds. 20 yds. 30 yds.

    Throwing Spike 3/1 10 yds. 20 yds. 30 yds.

    Trident 1 5 yds. 10 yds. 15 yds.

    BowsBow 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

    Comp. Short Bow -- -- -- --

    Sheaf Arrow 2/1 40 yds 80 yds 170 yds

    Daikyu -- -- -- --

    Flight Arrow 2/1 70 yds 140 yds 210 yds

    Sheaf Arrow 2/1 40 yds 80 yds 170 yds

    Long Bow -- -- -- --

    Flight Arrow 2/1 70 yds. 140 yds. 210 yds.

    Sheaf Arrow 2/1 40 yds 80 yds 170 yds

    Short Bow -- -- -- --

    Sheaf Arrow 2/1 40 yds 80 yds 170 yds

    CrossbowsCrossbow 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.

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    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.

    FirearmsFirearm 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

    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 mediumrange 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 PotionsPotion Cost Availability

    Potion of Cure Disease 750 GP C

    Potion of Extra Healing 1,000 GP U

    Potion of Healing 400 GP CPotion 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

    Acid Crystals 1,250 GP R

    Adder's Stomach 5 GP C

    Agate 10 GP C

    Bear Fur 8 CP C

    Bat Fur 3 CP C

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    Bat Guano 1 CP C

    Beeswax 2 CP C

    Bell 1 GP C

    Bone 2 GP U

    Bromine Salts 4 GP UBurr 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 CChameleon Skin 20 GP U

    Crushed Black Pearl 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

    Fine Black Silk 100 GP U

    Fine Cloth (Strip) 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 UGum Arabic 3 SP C

    Grasshoppers Hind Leg * 2 CP C

    Grave Dirt 3 CP C

    Gravestone Chip 5 SP U

    Ground Mica 8 SP U

    Hemispherical Diamond 150 GP U

    Honeycomb 2 CP C

    Iron Filings 3 SP CIron Pyrite 5 GP C

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    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 CLump of Wax 1 CP C

    Mercury * 10 GP U

    Mica (Chip) 3 SP C

    Mushroom Spore 5 SP C

    Nitre/Sulphur Beads * 45 GP U

    Oil 5 SP C

    Pitch 5 CP C

    Phosphor 5 GP UPhosphorescent 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

    Skeletons 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 CSquare 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 CTentacle 3 GP U

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    Thin Silk 1 GP C

    Tiny Bag 5 CP C

    True Seeing Ointment 300 GP U

    Turtle Shell 3 SP C

    Vermilion * 5 SP CWing 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

    Pearl 100 GP U

    Pork Rind 1 CP C

    Ziggurat Clay Model 9 SP C

    Blood Component Name Cost Availability

    Dragon Blood 1,250 GP VR

    Troll Blood 400 GP R

    Vampire Blood 750 GP VR

    Dust Component Name 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

    Illusionary Wall Dust 400 GP R

    Lich Dust 1,000 GP VR

    Temporal Stasis Dust 100 GP R

    EssenceComponent Name Cost Availability

    Essence of Boggart 2,757 GP VR

    Essence of Spectre 825 GP VR

    Essence of Will o' Wisp 3,000 GP VR

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    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

    Ink Component Name Cost Availability

    Lead Based Ink 300 GP VR

    Kraken Ink 7,500 GP VR

    Tako Ink 400 GP U

    PowdersComponent Name Cost Availability

    Powdered Amber 50 GP U

    Powdered Bone 2 SP C

    Powdered Diamond 5,000 GP VR

    Powdered Carbon 2 CP C

    Powedered Citrine 25 GP U

    Powdered Corn Extract 2 SP CPowdered Corundrum 500 GP R

    Powdered Garlic 3 CP C

    Powdered Herring Scale 3 SP C

    Powdered Lime 3 CP C

    Powdered Luckstone 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

    RodsComponent Name Cost Availability

    Amber 25 GP U

    Crystal 15 GP UGlass 5 GP C

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    Glass (Hollow) 5 GP C

    Silver 10 GP R

    WireComponent Name Cost Availability

    Copper 5 SP C

    Gold 5 GP U

    Silver 3 GP U

    Steel 10 GP U*enough for 10 individual uses.

    AvailabilityCommon (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 1 st 1st Cleric 10 GP

    Comprehend Languages 1 st 1st Wizard 10 GP

    Continual Light 4 th C 2 nd W 5 th C 3 rd W 35 GP

    Control Weather 7 th C 6 th W 15 th C 12 th W 660 GPCure Critical Wounds 5 th 5 th Cleric 280 GP

    Cure Disease 3 rd 5 th Cleric 150 GP

    Cure Light Wounds 1 st 1st Cleric 10 GP

    Cure Serious Wounds 4 th 7 th Cleric 150 GP

    Enchanted Weapon 4 th 6th Wizard 400 GP

    Enchant An Item 6 th 12 th Wizard 660 GP

    Gate 9 th 18 th Wizard 1,530 GP

    Heal 6 th 11 th Cleric 660 GP

    Identify 1 st 1st Wizard 110 GP

    Legend Lore 6 th 12 th Wizard 910 GP

    Limited Wish 7 th 14 th Wizard 925 GP

    Locate Object 3 rd C 2 nd W 4 th C 3 rd W 40 GP

    Neutralize Poison 4 th 7 th Cleric 125 GP

    Permanency 8 th 16 th Wizard Varies (880 GP base)

    Raise Dead 5th

    9th

    Cleric 950 GPReincarnate 7 th C 12 th W 15 th Cleric 280 GP

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    Restoration 7 th 15 th Cleric 380 GP

    Resurrection 7 th 15 th Cleric 1,410 GP

    Remove Curse 3 rd C 4 th W 5 th C 6 th W 150 GP

    Remove Paralysis 3 rd 5 th Cleric 100 GP

    Speak With Dead 3rd

    5th

    Cleric 250 GPTeleport 5 th 7th Wizard 900 GP *

    Teleport Without Error 7 th 14 th Wizard 1,820 GP *

    Tongues 4 th C 3 rd W 7 th C 5 th W 150 GP

    Wish 9 th 18 th Wizard 50,000 GP*prices are doubled if the caster knows the area to be dangerous or hostile.

    Limited Wish as a ServiceThrough 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 by2, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checksmade by the affected individuals receive a +1 bonus, and rogues add 10% to their rogue abilities (toa 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 theattacks of certain creatures.

    Restore Youth - Regress the physical aging of 1 individual by 1d4 years these effects areinstantaneous 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), andcannot have died of old age. Will not restore an individual who has been reduced to ashes.

    Wish as a ServiceThrough 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 by4, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checksmade by the affected individuals receive a +1 bonus, and rogues add 25% to their rogue abilities (toa maximum of 95%). Affected individuals also gain immunity to normal weapons for the durationof this spell.

    Greater Magic Resistance - Affects 1 to 4 individuals, + 50% to base magic resistance for durationof the spell.

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    * 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 permanentlyincrease 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 mundanemaladies, for the duration of the spell.

    Resurrection - Revives a recently slain corpse as per the Resurrection spell without a survivalcheck, chance of failure, or aging the caster. The corpse need not be whole. This will even work onindividuals reduced to ash. The only restriction is that it cannot bring someone back who diednaturally of old age.

    Restore Youth - Regress the physical aging of 1 individual by 2d4 years these effects areinstantaneous and permanent, natural aging resumes after casting.

    Increasing an attribute by WishUsing Wish it is possible to permanently increase an attribute above its racially allowed limit. Thecost per increase up to the racial maximum is 50,000 gp per casting. The absolute maximumallowed for any attribute for any individual is 23. Any further casting of wish in attempt to increasean 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 SpellsThe Permanency spell affects the duration of certain other spells making the duration permanent. Itcan 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.