Class Restrictions Any class may carry any weapon, but using weapons not permitted by your class means you fight as 0th level (no attack bonus, no AC bonus, no class powers, no XP gain).
Wilderness Scale In wilderness encounters, all ranges are in yards instead of feet. Spell/ability areas of effect remain unchanged.
Melee Weapons
Weapon
Cost
Dmg (1H/2H)
Throw Range
Notes
Club
1gp
1d4
—
Dagger
3gp
1d4
10'/20'/30'
Silver Dagger
30gp
1d4
10'/20'/30'
Harms enchanted creatures
Staff
1gp
1d4/1d6
—
Heavy item
Sap
1gp
1d4
—
+2 to incapacitate
Whip
5gp
1d2
—
+2 to disarm/knock down
Hand Axe
4gp
1d6
10'/20'/30'
Javelin
1gp
1d6
20'/40'/60'
Short Sword
7gp
1d6
—
Spear
3gp
1d6/1d8
20'/40'/60'
2nd rank; ×2 dmg on/vs charge
Battle Axe
7gp
1d6/1d8
—
Flail
5gp
1d6/1d8
—
Mace
5gp
1d6/1d8
—
Sword
10gp
1d6/1d8
—
War Hammer
5gp
1d6/1d8
—
Lance (mounted)
1gp
1d10
—
×2 dmg on charge; −1 init
Great Axe (2H)
10gp
1d10
—
−1 init; heavy item
Morning Star (2H)
10gp
1d10
—
−1 init; heavy item
Pole Arm (2H)
7gp
1d10
—
−1 init; 2nd rank; ×2 dmg on/vs charge; heavy
Two-Handed Sword
15gp
1d10
—
−1 init; heavy item
Bola
5gp
1d2
—
Thrown knock down/wrestling attack
Net
1gp
—
—
+2 to wrestling attacks
Missile Weapons
Weapon
Cost
Damage
Short
Medium
Long
Notes
Shortbow
3gp
1d6
50'
100'
150'
Heavy item
Longbow
7gp
1d6
70'
140'
210'
Req STR 9; no mounted; heavy
Composite Bow
40gp
1d6
70'
140'
210'
Mounted OK; heavy
Crossbow
30gp
1d6
80'
160'
240'
Heavy item
Arbalest
50gp
1d8
90'
180'
360'
Heavy item
Sling w/ 30 bullets
2gp
1d4
45'
90'
180'
Darts (5)
2gp
1d4
15'
30'
45'
Holy Water
25gp
1d8×2r
10'
30'
50'
Undead only
Oil (military)
2gp
1d8×2r
10'
30'
50'
See oil rules
Range modifiers: Short +0, Medium −2, Long −5.
Ammunition
Ammo
Cost
Quiver w/ 20 arrows
1gp
Case w/ 20 bolts
2gp
1 silver-tipped arrow
5gp
Siege Weapons
Weapon
Cost
Damage
Weight
Notes
Ballista
80gp
3d6
800lb
Ballista shot
4gp
—
—
Light Catapult
100gp
3d6
1,200lb
5' radius
Heavy Catapult
200gp
4d6
1,800lb
10' radius
Catapult shot (25lb)
5gp
—
25lb
Catapult shot, pitch (25lb)
25gp
—
25lb
Burning
Armor
Armor
Cost
AC
Encumbrance
Clothing only
—
0
0 stone
Hide and Fur
10gp
1
1 stone
Leather
20gp
2
2 stone
Ring Mail / Scale
30gp
3
3 stone
Chain Mail
40gp
4
4 stone
Banded Plate / Lamellar
50gp
5
5 stone
Plate
60gp
6
6 stone
Shield
10gp
+1
(included in armor stone)
Armor Notes Encumbrance = 1 stone per AC point. Magical armor/shields reduce encumbrance by 1 stone per magic bonus. Shield limits: No protection when surprised, retreating, or attacked from behind. Class restriction: Using armor not allowed by your class = fight as 0th level, no class powers, no XP.
Barding (Horse Armor)
Barding
Cost
AC
Leather
40gp
1
Scale
75gp
2
Chain
150gp
3
Lamellar
300gp
4
Plate
600gp
5
Adventuring Gear
Item
Cost
Game Effect
Backpack (holds 4 stone)
2gp
Barrel (20 gallon)
3sp
Belladonna (1lb)
10gp
Eat within 1hr of lycanthropy infection: save vs Poison to cure; fail = die
Blanket (wool)
2gp
Birthwort (1lb)
10gp
Poultice w/ Healing prof: +2 to neutralize poison throw
Candle, tallow (1lb)
2sp
5' radius, 1 hour; foul smoke (no surprise vs keen smell)
Candle, wax (1lb)
6sp
5' radius, 1 hour; clean burning
Chest (ironbound, 20 stone)
22gp
Comfrey (1lb)
10gp
Poultice w/ Healing prof: restores 1d3 hp after battle; 1/day per character
Crowbar
1gp
For forcing doors/objects
Flask of Oil, common (1 pint)
3sp
Lantern fuel: 4 hours (24 turns) per flask
Flask of Oil, military (1 pint)
2gp
Weapon: 1d8 dmg for 2 rounds; not doused by water
Garlic (1lb)
5gp
Presented with confidence: vampire cringes 1d4 rounds
Goldenrod (1lb)
10gp
Tincture w/ Healing prof: +2 to cure disease throw
Grappling Hook
25gp
Attack throw to hook a target
Hammer, small
2gp
For spikes; 1d4 damage if used as weapon
Holy Symbol
25gp
Required by clerics for turning undead
Holy Water (1 pint)
25gp
1d8 dmg for 2 rounds vs undead; must stay in blessed vial
Ink (1 oz)
8gp
Other colors cost double
Iron Spikes (12)
1gp
Wedge doors open/shut; belaying points
Lantern
10gp
30' radius; burns 1 flask per 4 hours (24 turns); can close to hide light
Lock
20gp
Complex locks impose penalties to Open Locks
Manacles
—
Escape w/ Contortionist prof or Open Locks throw
Mirror (steel, hand-sized)
5gp
Check corners; −2 attack if fighting by mirror; no shield/2H
Musical Instrument
25-100gp
25gp common; 50gp superior (+1 Performance); 100gp masterpiece (+2)
Pickaxe
1gp
Pole, wooden (10')
1sp
Prodding traps/ledges; heavy item
Rations, iron (1 week)
1-6gp
Lasts 2 months wilderness, 1 week dungeon
Rations, standard (1 week)
3sp-3gp
Lasts 1 week wilderness; spoils overnight in dungeon
Poultice after battle: restore 1d3 hp (1/day/character)
Birthwort
10gp/lb
Poultice on poison wound: +2 to neutralize poison throw
Goldenrod
10gp/lb
Tincture: +2 to cure disease throw
Woundwart
10gp/lb
Tincture: +2 to cure light/serious wounds throw
Clothing
Item
Cost
Belt / Sash (leather)
4sp
Boots (leather, low)
6sp
Boots (leather, high)
3gp
Cassock (cleric/mage)
7gp
Cloak (fur-lined, winter)
15gp
Cloak (long, hooded)
1gp
Dress (crafter/freeholder)
4gp
Dress (armiger)
20gp
Gown (lady-in-waiting/noble)
100gp
Gown (duchess)
1,000gp
Gloves
4sp
Hat (armiger)
10sp
Linen (cheap, 1 yard)
1gp
Linen (fine, 1 yard)
7gp
Robe (cleric/mage)
6gp
Silk (1 yard)
15gp
Sandals / Shoes (leather)
4sp
Tunic & Pants (serf)
2gp
Tunic & Pants (crafter)
4gp
Tunic & Pants (armiger)
20gp
Tunic & Pants (noble)
100gp
Wool (cheap, 1 yard)
6sp
Wool (fine, 1 yard)
6gp
Gloves Thief abilities (pick pockets, open locks, remove traps) cannot be performed while wearing gloves.
Food, Drink & Lodging
Foodstuffs
Cost
Ale/Beer (cheap, 3 pints)
1cp
Ale/Beer (good, 1 pint)
2cp
Bread (white 4lb / wheat 8lb / coarse 12lb)
1sp
Cheese (1lb)
5cp
Cinnamon, pepper, sugar (1lb)
3gp
Dried fruit (1lb)
1sp
Eggs (1 dozen)
5cp
Meal (1 person, poor to feast)
1cp-10gp
Meat (beef/chicken/mutton/pork, 1lb)
1sp
Saffron (1lb)
15gp
Wine (cheap, 1 pint)
2cp
Wine (good, 1 pint)
1sp
Wine (rare, 1 pint)
5sp
Lodging
Cost
Inn (slum, 1 night)
1sp
Inn (average, 1 night)
5sp
Inn (superb, 1 night)
2gp
Hut (wattle)
25gp
Hut (wooden)
50gp
Cottage (wood)
300gp
Townhouse (stone)
1,200gp
Food & Water Requirements Characters need 1 stone of food and drink per day. After 2 days without food: lose 1 hp/day. After 1 day without water: lose 1d4 hp/day.
Livestock
Animal
Cost
Notes
Chicken (3lb)
1sp
Cow (550lb)
10gp
Dog (hunting)
10gp
Equivalent of Tracking proficiency
Dog (war)
75gp
Fierce mastiff, trained to kill
Goat (125lb)
3gp
Hawk (trained)
20gp
Pig (125lb)
3gp
Sheep (80lb)
2gp
Land Transport
Animal/Vehicle
Cost
Normal Load
Max Load
Explore (ft/turn)
Miles/Day
Horse, Light (riding)
75gp
20 stone
40 stone
240'/120'
48/24
Horse, Light (war)
150gp
20 stone
40 stone
240'/120'
48/24
Horse, Medium (riding)
40gp
30 stone
60 stone
180'/90'
36/18
Horse, Medium (war)
250gp
30 stone
60 stone
180'/90'
36/18
Camel
100gp
30 stone
60 stone
150'/75'
30/15
Horse, Heavy
40gp
40 stone
80 stone
120'/60'
24/12
Horse, Heavy (war)
700gp
40 stone
80 stone
120'/60'
24/12
Mule
20gp
20 stone
40 stone
120'/60'
24/12
Donkey
8gp
8 stone
16 stone
120'/60'
24/12
Ox (2,000lb)
40gp
45 stone
90 stone
60'/30'
12/6
Cart, small (1 mule)
25gp
35 stone
70 stone
60'/30'
12/6
Cart, small (2 mules)
25gp
80 stone
160 stone
60'/30'
12/6
Cart, large (1 horse)
50gp
80 stone
160 stone
60'/30'
12/6
Cart, large (2 horses)
50gp
120 stone
240 stone
60'/30'
12/6
Wagon (2 horses)
200gp
160 stone
320 stone
60'/30'
12/6
Wagon (4 horses)
200gp
320 stone
640 stone
60'/30'
12/6
Left of slash = normal load; right = max load. Miles/day based on clear terrain; modify by terrain multiplier (road ×3/2, desert/hills ×2/3, jungle/swamp/mountains ×1/2).
Tack & Related
Cost
Saddle & Tack (draft)
5gp
Saddle & Tack (riding)
10gp
Saddle & Tack (war)
25gp
Saddlebags (holds 3 stone)
5gp
Caparison (warhorse)
20gp
Stabling (draft/riding, 1 night)
2sp-5sp
Stabling (warhorse, 1 night)
5sp-1gp
Combat Without a War Saddle A mounted character in combat without a war saddle must save vs Paralysis each time they take damage or be knocked off.
Carts & Wagons Carts/wagons may only move through desert, mountains, forest, or swamp if a road is available. 2 mules or medium horses can substitute for 1 heavy horse.
Maritime Transport
Vessel
Cost
Crew
Cargo
Notes
Canoe
40gp
1
60 stone
2 people can carry overland (5 stone enc)
Raft/Barge
1gp/sq ft
varies
250-500 stone per 10' sq
Makeshift = 250; professional = 500
Boat, sailing
2,000gp
Captain + 1 sailor
400 stone
Single mast
Boat, river
4,000gp
1+ rower
600 stone
+1,000gp for roof
Galley, small
10,000gp
Capt + 20 marines + 10 sailors + 60 rowers
2,000 stone
Up to 2 light catapults; ram (+1/3 cost)
Galley, large
30,000gp
Capt + 50 marines + 20 sailors + 180 rowers
4,000 stone
Up to 2 light catapults; ram (+1/3 cost)
Galley, war
60,000gp
Capt + 75 marines + 30 sailors + 300 rowers
6,000 stone
Ram included; bow/stern towers; up to 3 light catapults
Longship
15,000gp
Capt + 75 sailors (60 can row)
2,000 stone
Ocean/coast/river capable
Sailing Ship, small
10,000gp
Capt + 12 sailors
10,000 stone
Sailing Ship, large
20,000gp
Capt + 20 sailors
30,000 stone
Up to 2 light catapults
Troop Transport, small
15,000gp
12 sailors + 25 marines
as small sail
Reinforced for war
Troop Transport, large
30,000gp
20 sailors + 50 marines
as large sail
Reinforced for war
A heavy catapult can substitute for 2 light catapults.
Encumbrance
Item Type
Encumbrance
Worn clothing
0 stone
Armor & shield
1 stone per AC point
Items (weapons, scrolls, potions, etc.)
1 stone per 6 items
Heavy items (2H weapons, bows, tall items, 8-14lb items)
1 stone each
Treasure (coins/gems)
1 stone per 1,000
Magical armor/shields
Reduce by 1 stone per magic bonus
Bundled small items (12 spikes, 6 torches, 20 arrows) = 1 item. Very small single items (1 arrow) can be ignored.
Movement by Encumbrance
Encumbrance
Exploration
Combat
Running
Up to 5 stone
120'/turn
40'/round
120'/round
Up to 7 stone
90'/turn
30'/round
90'/round
Up to 10 stone
60'/turn
20'/round
60'/round
Up to max
30'/turn
10'/round
30'/round
Maximum carry: 20 stone + STR adjustment.
Wilderness Scale In wilderness encounters, read all movement/range numbers as yards instead of feet.
Equipment Availability by Market Class
Market Class
Population
Examples
I
100,000+
Mercantile hubs, imperial capitals
II
25,000+
Major ports, national capitals
III
8,750-25,000
Provincial capitals, medium cities
IV
3,000-8,750
Small cities, large towns
V
1,250-3,000
Small towns, large villages
VI
Under 1,250
Villages
Price
I
II
III
IV
V
VI
1gp or less
1,700
585
260
65
30
10
2-10gp
100
30
15
5
1
1
11-100gp
15
5
2
1
25%
10%
101-1,000gp
7
2
1
25%
10%
5%
1,001-10,000gp
2
1
25%
10%
5%
1%
10,001gp+
10%
5%
2%
—
—
—
Values = units available per month. Percentages = chance of 1 unit being present.
Commissioning Equipment
If unavailable, equipment can be commissioned. Treat as one price category cheaper for availability. Build time: buildings/vehicles = 1 day per 500gp; animals = 1 day per 1gp; other equipment = 1 day per 5gp.
Hirelings, Henchmen & Specialists
Recruiting
Market
Weekly Search Cost
I
1d6+15 gp
II
1d10+10 gp
III
1d8+5 gp
IV
1d6+3 gp
V
1d6 gp
VI
1d3 gp
Reaction to Hiring Offer (2d6 + CHA mod)
Roll
Result
2−
Refuse and slander (−1 penalty to future rolls in area)
3-5
Refuse
6-8
Try again (must sweeten the deal)
9-11
Accept
12+
Accept with élan (+1 morale)
Henchmen
Henchmen are NPC sidekicks who accompany adventurers, even into dungeons. Max henchmen = 4 + CHA modifier.
Pay: Share of treasure (minimum 15% of employer's income) + monthly fee. XP: Henchmen earn ½ share of XP. Must be lower level than employer when hired.
Level
Monthly Fee
0
12gp
1
25gp
2
50gp
3
100gp
4
200gp
5
400gp
6
800gp
7
1,600gp
8
3,000gp
9
7,250gp
10
12,000gp
11
32,000gp
12
50,000gp
13
135,000gp
14
350,000gp
Henchman Loyalty (2d6 + morale score)
Base morale = 0 + employer's CHA mod. −1 per calamity suffered; +1 per level gained in service.
Roll
Result
2−
Hostility (leaves, becomes rival/enemy)
3-5
Resignation (leaves, no ill will)
6-8
Grudging loyalty (stays, but −1 next roll if terms don't improve)
9-11
Loyalty (continues with enthusiasm)
12+
Fanatic loyalty (+2 to all future morale rolls)
Roll on calamity (energy drain, curse, disease, near-death) and at end of each adventure when henchman has leveled up.
Mercenaries
Mercenaries guard strongholds and fight in campaigns but will not go on dungeon adventures. They expect a share of military plunder on campaign in addition to wages.
Also need 1 armorer per 60 troops to maintain equipment (75gp/month each).
Specialists
Specialist
Monthly Cost
Key Details
Alchemist
250gp
Assists potion creation; can research potions as 5th level mage (2× time/cost)
Animal Trainer (common)
25gp
1 type of normal animal; min 1 month to tame; 1 month per behavior; max 6 animals
Animal Trainer (exotic)
250gp
Monsters, hippogriffs, etc.
Armorer
75gp
Produces 40gp/month of arms/armor; maintains 60 troops
Armorer + 1 journeyman + 2 apprentices
125gp total
Produces 100gp/month; maintains 150 troops
Armorer + 2 journeymen + 4 apprentices
175gp total
Produces 160gp/month; maintains 240 troops
Engineer
250gp
1 per project + 1 per 100,000gp value
Healer
1gp/day/patient
+1d3 hp/day; up to 3 patients
Physicker
2gp/day/patient
+1d3 hp/day; neutralize poison/cure disease/CLW on 18+; up to 4 patients
Chirugeon
4gp/day/patient
+1d3 hp/day; neutralize poison/cure disease/CSW on 14+; up to 5 patients
Rower
3gp/month
Normal man, unarmed
Sailor
6gp/month
Skilled normal man
Navigator
25gp/month
Required beyond sight of coast
Captain
100gp/month
Required for large ships
Carouser (ruffian)
6gp/month
0th level brawler; hijinks
Footpad (ruffian)
25gp/month
1st level thief; hijinks
Reciter (ruffian)
25gp/month
1st level bard; hijinks
Thug (ruffian)
25gp/month
1st level assassin; hijinks
Spy (ruffian)
125gp/month
4th level thief; hijinks
Sage
500gp/month
Specialized knowledge; may require extra payment for difficult questions; occasionally wrong
Spellcaster Services
Spell Level
Divine Cost
Arcane Cost
1st
10gp
5gp
2nd
40gp
20gp
3rd
150gp
75gp
4th
325gp
325gp
5th
500gp
1,250gp
6th
—
4,500gp
Clerics won't cast for opposite alignment and may charge double for non-faithful.
Stronghold Construction
Stronghold Structures
Structure
Cost
Barbican (gatehouse + 2 small towers + drawbridge)
38,000gp
Battlement (100' crenellated parapet)
500gp
Building, stone (20' high, 30' square)
3,000gp
Building, wood (20' high, 30' square)
1,500gp
Corridor, dungeon (10'×10'×10')
500gp
Drawbridge, wood (10'×20')
250gp
Gatehouse (20' high, 30'×20')
6,500gp
Keep, square (80' high, 60' square)
75,000gp
Moat, unfilled (100'×20'×10')
400gp
Moat, filled (100'×20'×10')
800gp
Palisade, wood (10' high, 100' long)
125gp
Rampart, earthen (10' high, 100' long, 15' thick)
2,500gp
Tower, small round (30' high, 20' dia)
15,000gp
Tower, medium round (40' high, 20' dia)
22,500gp
Tower, large round (40' high, 30' dia)
30,000gp
Tower, huge round (60' high, 30' dia)
54,000gp
Wall, stone 20' high (100' long, 10' thick)
5,000gp
Wall, stone 30' high
7,500gp
Wall, stone 40' high
12,500gp
Wall, stone 50' high
17,500gp
Wall, stone 60' high
22,500gp
Dimensions of buildings/keeps/moats can be altered if square footage stays the same.Construction rate: 1 day per 500gp value. Requires 1 engineer + 1 per 100,000gp.Stronghold upkeep: 0.5% of total value per month.
Civilian Structures
Structure
Cost
Hut, pit (8' high, 8' square)
15gp
Hut, sod/wattle (10' square)
25gp
Hut, mudbrick/wood (10' square)
50gp
Roundhouse, wood (15' high, 15' dia)
125gp
Longhouse, wood (15'×30'×15')
300gp
Cottage, wood (20' high, 30' square)
300gp
Townhouse, stone (20' high, 30' square, 2 story)
1,200gp
Stronghold by Class (9th Level)
Class
Stronghold
Followers
Fighter
Castle
1d4+1 ×10 mercenaries + 1d6 fighters (1st-3rd)
Cleric
Fortified Church
5d6×10 mercenaries + 1d6 clerics (1st-3rd); 50% construction discount
Mage
Sanctum
2d6 apprentices + 1d6 mages (1st)
Thief
Hideout
2d6 thieves (1st)
Assassin
Hideout
2d6 assassins (1st)
Explorer
Border Fort
1d4+1 ×10 mercenaries + 1d6 explorers (1st-3rd); borderlands/wilderness only