Each character starts with some gold pieces at the beginning of the game, used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below.
Roll 3d6 and multiply by 10. This represents the number of gold pieces (gp) that your character gets to have at the start of the campaign.
Weapon | Cost | Damage | Range Increment | Weight | Type* |
Arrows (x 20) | 1 gp | � | � | 3 lb. | � |
Axe, throwing | 8 gp | 1d6 | 10 ft. | 2 lb. | S |
Bastard sword | 35 gp | 1d8 | � | 6 lb. | S, 1�H |
Battleaxe | 10 gp | 1d8 | � | 6 lb. | S, 1�H |
Bolas | 5 gp | 1d4 | 10 ft. | 2 lb. | B, NL, ShWr |
Bolts, crossbow (x 10) | 1 gp | � | � | 1 lb. | � |
Bullets, sling (x 10) | 1 sp | � | � | 5 lb. | � |
Chain, spiked | 25 gp | 2d4 | � | 10 lb. | P, 2H, R, ShWr |
Club | � | 1d4+1 | 10 ft. | 3 lb. | B |
Crossbow, hand | 100 gp | 1d4 | 30 ft. | 2 lb. | P |
Crossbow, heavy | 50 gp | 1d8 | 120 ft. | 8 lb. | P, 2H |
Crossbow, light | 35 gp | 1d6 | 80 ft. | 4 lb. | P, 2H |
Crossbow, repeating heavy | 400 gp | 1d6+1 | 120 ft. | 12 lb. | P, 2H |
Crossbow, repeating light | 250 gp | 1d4+1 | 80 ft. | 6 lb. | P, 2H |
Dagger | 2 gp | 1d4 | 10 ft. | 1 lb. | P or S |
Dagger, punching | 2 gp | 1d4 | � | 1 lb. | P |
Dart | 5 sp | 1d3 | 20 ft. | 1/2 lb. | P |
Falchion | 75 gp | 2d4 | � | 8 lb. | S |
Flail | 8 gp | 1d8 | � | 5 lb. | B, ShWr |
Flail, heavy | 15 gp | 1d10 | � | 10 lb. | B, 2H, R, ShWr |
Gauntlet, spiked | 5 gp | 1d3 | � | 1 lb. | P |
Glaive | 8 gp | 1d10 | � | 10 lb. | S, 2H, R |
Greataxe | 20 gp | 1d12 | � | 12 lb. | S, 2H, R |
Greatclub | 5 gp | 1d10 | � | 8 lb. | B, 2H |
Greatsword | 50 gp | 2d6 | � | 8 lb. | S, 2H |
Guisarme | 9 gp | 2d4 | � | 12 lb. | S, 2H, R |
Halberd | 10 gp | 1d10 | � | 12 lb. | P or S, 2H, R |
Hammer, light | 1 gp | 1d4 | 20 ft. | 2 lb. | B |
Handaxe | 6 gp | 1d6 | � | 3 lb. | S |
Javelin | 1 gp | 1d6 | 30 ft. | 2 lb. | P |
Kama | 2 gp | 1d6 | � | 2 lb. | S |
Kukri | 8 gp | 1d4 | � | 2 lb. | S |
Lance | 10 gp | 1d8 | � | 10 lb. | P, R |
Lance, heavy | 20 gp | 1d10 | � | 15 lb. | P, RR |
Longbow | 75 gp | 1d8 | 100 ft. | 3 lb. | P, 2H |
Longbow, composite | 100 gp | 1d8 | 110 ft. | 3 lb. | P, 2H |
Longsword | 15 gp | 1d8 | � | 4 lb. | S |
Mace, heavy | 12 gp | 1d8 | � | 8 lb. | B |
Mace, light | 5 gp | 1d6 | � | 4 lb. | B |
Morningstar | 8 gp | 1d8 | � | 6 lb. | B & P, ShWr |
Net | 20 gp | � | 10 ft. | 6 lb. | ShWr |
Nunchaku | 2 gp | 1d6 | � | 2 lb. | B |
Pick, heavy | 8 gp | 1d6 | � | 6 lb. | P, 2H |
Pick, light | 4 gp | 1d4 | � | 3 lb. | P |
Quarterstaff | � | 1d6/1d6 | � | 4 lb. | B, 1�H, R |
Ranseur | 10 gp | 2d4 | � | 12 lb. | P, 2H, R |
Rapier | 20 gp | 1d6 | � | 2 lb. | P |
Sai | 1 gp | 1d4 | 10 ft. | 1 lb. | B |
Sap | 1 gp | 1d6 | � | 2 lb. | B, NL |
Scimitar | 15 gp | 1d6 | � | 4 lb. | S |
Scythe | 18 gp | 2d4 | � | 10 lb. | P or S, 2H |
Shield, heavy | special | 1d4 | � | special | B |
Shield, light | special | 1d3 | � | special | B |
Shortbow | 30 gp | 1d6 | 60 ft. | 2 lb. | P, 2H |
Shortbow, composite | 75 gp | 1d6 | 70 ft. | 2 lb. | P, 2H |
Shortsword | 10 gp | 1d6 | � | 2 lb. | P |
Shuriken (x 5) | 1 gp | 1d2 | 10 ft. | 1/2 lb. | P |
Siangham | 3 gp | 1d6 | � | 1 lb. | P |
Sickle | 6 gp | 1d6 | � | 2 lb. | S |
Sling | � | 1d4 | 50 ft. | 0 lb. | B |
Spear | 2 gp | 1d8 | 20 ft. | 6 lb. | P, R |
Spear, long (pike) | 5 gp | 1d8 | � | 9 lb. | P, 2H, RR |
Spear, short (assegai) | 1 gp | 1d6 | 20 ft. | 3 lb. | P |
Trident | 15 gp | 1d8 | 10 ft. | 4 lb. | P, R |
Waraxe, dwarven | 30 gp | 1d10 | � | 8 lb. | S, 2H |
Warhammer | 12 gp | 1d8 | � | 5 lb. | B |
Whip | 1 gp | 1d3 | � | 2 lb | S, RR, NL, ShWr |
* | When two types are given, the weapon is both types if the entry specifies �&,� or either type (player�s choice at time of attack) if the entry specifies �or.� |
---|---|
B, P or S | Bludgeoning, Piercing or Slashing damage |
NL | The weapon deals nonlethal damage rather than lethal damage. |
R | Weapon has +1� reach, can be used from 1st rear rank |
RR | Weapon has +2� reach, can be used from 2nd rear rank |
2H | Weapon can only be used effectively with both hands at once. |
1�H | Weapons can be used one- or two-handed; if used two-handed they get +1 damage. An exception this is the quarterstaff; if it is used one-handed, it gets only one attack instead of two. It also gets only one attack when used from a rear rank, and then must be used two-handed. |
ShWr | Shield Wrap � the weapon can reach around a shield, reducing its AC protective value by -1 Flexible weapons with reach, such as the spiked chain or whip, cannot be used from a rear rank. |
Armour Type | Weight* | Effect on AC (base AC 10) | Effect on DEX roll | Effect on Initiative roll | Cost |
Banded mail | 40 lbs | +5 | -5 | -2 | 120gp |
Chainmail | 50 lbs | +4 | -4 | -1 | 75 gp |
Lammellar | 40 lbs | +5 | -4 | -1 | 180gp |
Leather | 25 lbs | +2 | -2 | � | 5 gp |
Leather, studded | 40 lbs | +3 | -3 | -1 | 30 gp |
Plate | 70 lbs | +6 | -6 | -2 | 400 gp |
Ring mail | 40 lbs | +3 | -3 | -1 | 30 gp |
Scale mail | 40 lbs | +4 | -5 | -2 | 50gp |
Shield, heavy | 10 lbs | +2 | -2 | -1 | 25 gp |
Shield, light | 5 lbs | +1 | -1 | � | 15 gp |
* Magic armour weighs one-half the listed weight. The penalties to DEX and Initiative rolls are lessened by 1 for every +1 the magical armour has � this will (almost) never actually improve the rolls past -0. |
This version of the rules assumes the use of the �Ascending AC System�.
For the Ascending AC system, an unarmoured person is armour class 10. Your armour adds to your AC, so the higher your AC, the harder it is for enemies to damage you. To calculate your armour class, look at the Armour Table to the right, in the �Armour Value� column. For whatever type of armour you bought, add the number shown to your base armour class of 10. That�s your new armour class.
If you have a very high (or low) Dexterity, your DEX Modifier will usually add to (or subtract from) this armour class. Dexterity only affects AC when you can move around freely and are aware of an attacker.
As a player, you probably won�t ever need to do this, but here�s how.
Ascending and Descending armour class values always add up to 19.
So, for example, an AC7 monster (Descending System) would have AC [12] in the Ascending System because 19-7=12.
For descending armour-classes below zero, simply treat the figure as a positive number and add it to 19 to get the corresponding ascending armour class. For example, an AC -4 monster (Descending) would have AC [23] (Ascending) because 19+4=23.
Item | Cost | Weight |
Backpack (empty) | 2 gp | 2 lb. |
Barrel (empty) | 2 gp | 30 lb. |
Basket (empty) | 4 sp | 1 lb. |
Bedroll | 1 sp | 5 lb. |
Bell, tiny | 1 gp | � |
Blanket, winter | 5 sp | 3 lb. |
Block and tackle | 5 gp | 5 lb. |
Bottle, wine glass | 2 gp | � |
Bucket (empty) | 5 sp | 2 lb. |
Caltrops | 1 gp | 2 lb. |
Candle | 1 cp | � |
Canvas (sq. yd.) | 1 sp | 1 lb. |
Case, map or scroll | 1 gp | 1/2 lb. |
Chain (10 ft.) | 30 gp | 2 lb. |
Chalk, 1 piece | 1 cp | � |
Chest (empty) | 2 gp | 25 lb. |
Crowbar | 2 gp | 5 lb. |
Firewood (per day) | 1 cp | 20 lb. |
Fishhook | 1 sp | � |
Fishing net, 25 sq. ft. | 4 gp | 5 lb. |
Flask (empty) | 3 cp | 1� lb. |
Flint and steel | 1 gp | � |
Grappling hook | 1 gp | 4 lb. |
Hammer | 5 sp | 2 lb. |
Ink (1 oz. vial) | 8 gp | � |
Inkpen | 1 sp | � |
Jug, clay | 3 cp | 9 lb. |
Ladder, 10-foot | 5 cp | 20 lb. |
Lamp, common | 1 sp | 1 lb. |
Lantern, bullseye | 12 gp | 3 lb. |
Lantern, hooded | 7 gp | 2 lb. |
Lock | ||
Very simple | 20 gp | 1 lb. |
Average | 40 gp | 1 lb. |
Good | 80 gp | 1 lb. |
Amazing | 150 gp | 1 lb. |
Manacles | 15 gp | 2 lb. |
Manacles, fine | 50 gp | 2 lb. |
Mirror, small steel | 10 gp | � lb. |
Mug/Tankard, clay | 2 cp | 1 lb. |
Oil (1-pint flask) | 1 sp | 1� lb. |
Paper (sheet) | 4 sp | � |
Parchment (sheet) | 2 sp | � |
Pick, miner�s | 3 gp | 10 lb. |
Pitcher, clay | 2 cp | 5 lb. |
Piton | 1 sp | 1/2 lb. |
Pole 10-foot | 2 sp | 8 lb. |
Pot, iron | 5 sp | 10 lb. |
Pouch, belt (empty) | 1 gp | 1/2 lb. |
Ram, portable | 10 gp | 20 lb. |
Rations, trail (per day) | 5 sp | 1 lb. |
Rope, hempen (50 ft.) | 1 gp | 5 lb. |
Rope, silk (50 ft.) | 10 gp | 2� lb. |
Sack (empty) | 1 sp | � lb. |
Sealing wax | 1 gp | 1 lb. |
Sewing needle | 5 sp | � |
Signal whistle | 8 sp | � |
Signet ring | 5 gp | � |
Sled | 5 gp | 15 lb. |
Sledgehammer | 1 gp | 10 lb. |
Soap (per lb.) | 5 sp | 1 lb. |
Spade or shovel | 2 gp | 8 lb. |
Spyglass | 1000 gp | 1 lb. |
Tent | 10 gp | 20 lb. |
Torch | 1 cp | 1 lb. |
Vial: ink or potion | 1 gp | 1/10 lb. |
Waterskin (2 pints, full) | 1 gp | 4 lb. |
Whetstone | 2 cp | 1 lb. |
Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature�s shield, armour, and DEX bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armour bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature�s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated by someone with some sort of first aid skill, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 10-foot radius and burns for 2 hours.
Chain: Chain has hardness 10 and 5 hit points. It can be burst with a feat of strength.
Crowbar: A crowbar it grants a +2 bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Grappling Hook: Throwing a grappling hook successfully requires a ranged attack at -2 per 10 feet of distance thrown. Characters without an appropriate background (e.g. sailing, siegecraft, burglary) will also be at -3 for using an unfamiliar weapon.
Hammer: If a hammer is used in melee combat it does 1d4 bludgeoning damage.
Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.
Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Lock: The number of successes required to pick a lock depends on its quality. A simple lock requires just one, an average lock needs two, a good lock needs three, and an amazing lock requires at least two simultaneous successes.
Manacles and Manacles, Fine: Manacles can bind a human-sized creature. A manacled creature can attempt to slip free if they have been trained in escapology or similar. Breaking the manacles requires a great feat of strength at a penalty of at least -5, and possibly as much as -15. Manacles have hardness 10 and 10 hit points.
Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for small creatures like goblins or halflings. For a large creature like an ogre, manacles cost ten times the indicated amount, and for a huge creature like a giant, one hundred times this amount.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. It takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance (1-3 on 1d6) of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Ram, Portable: This iron-shod wooden beam gives you a +2 bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.
Rope, Hempen: This rope has 2 hit points and can be burst with a Strength check at -3.
Rope, Silk: This rope has 4 hit points and can be burst with a Strength check at -5.
Sled: This is a simple light wooden platform about 5-6� long on wooden runners. It is drawn by a rope loop, or can be harnessed to a dog or pony.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a club that deals 1d3 bludgeoning damage, plus 1 point of fire damage.
Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
Item | Cost | Weight |
Bit and bridle | 2 gp | 1 lb. |
Dog, guard | 25 gp | � |
Dog, riding | 150 gp | � |
Dog, sled (or cart) | 50 gp | � |
Donkey or mule | 8 gp | � |
Feed (per day) | 5 cp | 10 lb. |
Horse | ||
Horse, heavy | 200 gp | � |
Horse, light | 75 gp | � |
Pony | 30 gp | � |
War-horse, heavy | 400 gp | � |
War-horse, light | 150 gp | � |
War-pony | 100 gp | � |
Saddle | ||
Military | 20 gp | 30 lb. |
Pack | 5 gp | 15 lb. |
Riding | 10 gp | 25 lb. |
Saddle, Exotic | ||
Military | 60 gp | 40 lb. |
Pack | 15 gp | 20 lb. |
Riding | 30 gp | 30 lb. |
Saddlebags | 4 gp | 8 lb. |
Stabling (per day) | 5 sp | � |
Dog, Riding: This large dog is specially trained to carry a small humanoid rider such as a goblin or halfling. It is brave in combat like a war-horse. You take no damage when you fall from a riding dog unless it is at speed.
Dog, sled (or cart): This dog is trained to harness, usually, but not always, to work in teams. Although a single dog cannot draw a significant load, teams of a dozen or more can pull loads of several hundred pounds at good speeds.
Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.
Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better. If you have a riding dog, you have to feed it at least some meat.
Horse: A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.
War-horses and war-ponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.
Saddle, Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.
Saddle, Military: A military saddle braces the rider, making it easier to stay in the saddle in stressful situations. If you�re knocked unconscious while in a military saddle, you have a 3 in 6 chance to stay in the saddle (compared to 1 in 6 for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.
Item | Cost | Weight |
Carriage | 100 gp | 600 lb. |
Cart | 15 gp | 200 lb. |
Coach cab | 1 sp per mile | � |
Galley | 30,000 gp | � |
Keelboat | 3,000 gp | � |
Longship | 10,000 gp | � |
Rowboat | 50 gp | 100 lb. |
Oar | 2 gp | 10 lb. |
Sailing ship | 10,000 gp | � |
Ship�s passage | 1 sp per mile | � |
Sled | 20 gp | 300 lb. |
Toll: road/gate | 1 sp | � |
Wagon | 35 gp | 400 lb. |
Warship | 25,000 gp | � |
Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 silver piece usually takes you anywhere you need to go.
Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1� miles per hour.
Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 4 miles per hour when being rowed or under sail.
Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 3 miles per hour.
Ship�s Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than human-size or creatures that are otherwise difficult to bring aboard a ship.
Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.
Toll: road/gate: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).
Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.
Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn�t room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 4 miles per hour when being rowed or under sail.
Item | Cost | Weight |
Acid (flask) | 10 gp | 1 lb. |
Alchemist�s fire (flask) | 20 gp | 1 lb. |
Antitoxin (vial) | 50 gp | � |
Everburning torch | 110 gp | 1 lb. |
Holy water (flask) | 25 gp | 1 lb. |
Smokestick | 20 gp | � lb. |
Sunrod | 2 gp | 1 lb. |
Tanglefoot bag | 50 gp | 4 lb. |
Thunderstone | 30 gp | 1 lb. |
Tindertwig | 1 gp | � |
Acid: You can throw a flask of acid as a grenade-like weapon with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. The acid will continue doing damage to all victims at the same rate until washed off, or until 1d6 rounds have passed.
Alchemist�s Fire: You can throw a flask of alchemist�s fire as a grenade-like weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DEX save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin: If you drink antitoxin, you get a +2 bonus on saving throws against poison for 1 hour.
Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A flask might break if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so will undoubtedly make the creature very, very angry.
A direct hit by a flask of holy water (that breaks successfully) deals 2d4 points of damage to an undead creature or an evil outsider such as a deamon or devil. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a �2 penalty on attack rolls and a �4 penalty to Dexterity and must make a DEX save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge, strong creatures like ogres or rhinos are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DEX save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a Strength save at -3 or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo is unable to move freely enough to cast a spell.
The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a CON save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a �1 penalty on initiative and has a 20% chance to miscast and lose any spell that it tries to cast.
Since you don�t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig takes only a moment, allowing a character to draw a weapon or perform some similar action in the same round.
Item | Cost | Weight |
Alchemist�s lab | 500 gp | 40 lb. |
Artisan�s tools | 5 gp | 5 lb. |
Climber�s kit | 80 gp | 5 lb. |
Disguise kit | 50 gp | 8 lb. |
Healer�s kit | 50 gp | 1 lb. |
Holly and mistletoe | � | � |
Holy symbol, wooden | 1 gp | � |
Holy symbol, silver | 25 gp | 1 lb. |
Hourglass | 25 gp | 1 lb. |
Magnifying glass | 100 gp | � |
Musical instrument, common | 5 gp | 3 lb. |
Musical instrument, fine | 100 gp | 3 lb. |
Scale, merchant�s | 2 gp | 1 lb. |
Spell component pouch | 5 gp | 2 lb. |
Spellbook, wizard�s (blank) | 15 gp | 3 lb. |
Thieves� tools | 30 gp | 1 lb. |
Thieves� tools, fine | 100 gp | 2 lb. |
Tool, fine | 50 gp | 1 lb. |
Water clock | 1000 gp | 200 lb. |
Alchemist�s Lab: An alchemist�s lab always has the perfect tool for making alchemical items. It has no bearing on the costs related to the practise of alchemy, but it does make it a lot easier. Without this lab, a character with alchemical skills will be at a penalty of at least -2 to any saves required for success, and probably more.
Artisan�s Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools, if you can do the job at all.
Climber�s Kit: This is the perfect tool for climbing and gives you a +2 bonus on Climbing-related saves.
Disguise Kit: The kit is the perfect tool for disguise and disguise created using it will give others a -2 penalty to INT saves to penetrate the dsguise. A disguise kit is exhausted after ten uses.
Healer�s Kit: It is the perfect tool for healing and provides a +2 bonus on first aid checks. A healer�s kit is exhausted after ten uses.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A priest or paladin uses it as the focus for their spells and as a tool for turning undead. Each religion has its own holy symbol.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil priests (or by neutral priests who want to cast evil spells or command undead).
Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass the appraisal of any item that is small or highly detailed.
Musical Instrument, Common or Fine: A fine instrument grants a +2 bonus to CHA saves involved in musical performance (assuming the user actually knows how to play it).
Scale, Merchant�s: A scale enables the proper appraisal of items that are valued by weight, including anything made of precious metals. Without one, the character will have to guess at the item�s weight, and the result will inevitably be highly variable.
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn�t fit in a pouch.
Spellbook, Wizard�s (Blank): A spellbook has 100 pages of parchment, and each spell takes up one page per spell level.
Thieves� Tools: This kit contains the tools you need to use the open locks and disarm traps. Without these tools, you must improvise tools, with the potential for catastrophe.
Thieves� Tools, Fine: This kit contains extra tools and tools of better make. They won�t improve your chances of opening locks or disarming traps, but they�ll add to your status amongst the cognoscenti.
Tool, Fine: This well-made item is the perfect tool for the job. It grants a +2 bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
Item | Cost | Weight |
Artisan�s outfit | 1 gp | 4 lb. |
Cleric�s vestments | 5 gp | 6 lb. |
Cold weather outfit | 8 gp | 7 lb. |
Courtier�s outfit | 30 gp | 6 lb. |
Entertainer�s outfit | 3 gp | 4 lb. |
Explorer�s outfit | 10 gp | 8 lb. |
Monk�s outfit | 5 gp | 2 lb. |
Noble�s outfit | 75 gp | 10 lb. |
Peasant�s outfit | 1 sp | 2 lb. |
Royal outfit | 200 gp | 15 lb. |
Scholar�s outfit | 5 gp | 6 lb. |
Traveler�s outfit | 1 gp | 5 lb. |
Artisan�s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Cleric�s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.
Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots.
Courtier�s Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (�2 penalty on Charisma checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
Entertainer�s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer�s Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.
Monk�s Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it�s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
Noble�s Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).
Peasant�s Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings, simple leather buskins or clogs are used for shoes.
Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar�s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Traveler�s Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Item | Cost | Weight |
Ale | ||
Gallon | 2 sp | 8 lb. |
Mug | 4 cp | 1 lb. |
Banquet (per person) | 10 gp | � |
Bread, per loaf | 2 cp | � lb. |
Cheese, hunk of | 1 sp | � lb. |
Inn stay (per day) | ||
Good | 2 gp | � |
Common | 5 sp | � |
Poor | 2 sp | � |
Meals (per day) | ||
Good | 5 sp | � |
Common | 3 sp | � |
Poor | 1 sp | � |
Meat, chunk of | 3 sp | � lb. |
Wine | ||
Common (pitcher) | 2 sp | 6 lb. |
Fine (bottle) | 10 gp | 1� lb. |
Inn:
Poor accommodations at an inn amount to a place on the floor near the hearth.
Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow.
Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals:
Poor meals might be composed of bread, baked turnips, onions, and water.
Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine.
Good meals might be composed of bread and pastries, beef, peas, and ale or wine.
Service | Cost |
Hireling, trained | 3 sp per day |
Hireling, untrained | 1 sp per day |
Messenger | 2 cp per mile |
Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.
Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.
Spell required is: | Base cost is Caster Level x: |
1st level | 10 gp |
2nd level | 20 gp |
3rd level | 40 gp |
4th level | 60 gp |
5th level | 100 gp |
6th level | 150 gp |
7th level | 200 gp |
8th level | 300 gp |
9th level | 500 gp |
10th level | 800 gp |
11th level | 1,200 gp |
12th level | 1,800 gp |
13th level | 2,600 gp |
14th level | 3,600 gp |
15th level | 4,800 gp |
16th level | 6,200 gp |
17th level | 7,800 gp |
18th level | 9,600 gp |
19th level | 12,000 gp |
20th level | 15,000 gp |
The base cost shown is roughly how much it costs to get a spellcaster to cast a spell for you, assuming the wizard is in a good mood and you haven�t done anything to piss him or her off. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn�t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren�t returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. For higher level spells, you will probably have to go searching in the wilderness for the wizard�s tower � high-level wizards tend to be suspicious, solitary creatures.