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Equipment

Italicized items are considered Non-Encumbering items for encumbrance purposes, although the Referee can rule that quantities of the items do count towards encumbrance. Items listed in both italics and bold are considered to be Oversized.

Animals City Cost Rural Cost
Carrier Pidgeon 100gp 100gp
Dog 1gp 2gp
Horse, Riding 100gp 100gp
Horse, War 500gp -
Livestock 10gp 5gp
Mule 50gp 25gp
Pony 75gp 50gp
Containers City Cost Rural Cost
Backpack 3gp 1gp
Barrel 1gp 5gp
Chest 10gp 5gp
Pouch 5sp 1sp
Quiver 5gp 10gp
Sack 5sp 2sp
Saddlebag 1gp 5gp
Vehicles City Cost Rural Cost
Cart 50gp 25gp
Coach 500 -
Wagon 150gp 75gp
Chariot 250gp -
Boat, Raft 5gp 5gp
Canoe 30gp 25gp
Lifeboat 100gp -
Ship, Trireme 10,000gp -
Quadrireme 50,000gp -
Longship 30,000gp -
River Galley 4,000gp 8,000gp
Riverboat 1,000gp 2,000gp
Sailboat 6,000gp 12,000gp
Cog 15,000gp -
Caravel 39,000gp -
Carrack 48,000gp -
Galleon 60,000gp -
Cutter 45,000gp -
Brig 90,000gp -
Corvette 135,000gp -
Frigate 180,000gp -

Good quality boats cost 5% more. Excellent quality boats cost 15% more. Advanced boats cost 33% more. Poor boats cost 10% less, and Awful boats cost 25% less.

Food City Cost Rural Cost
Bottle of Wine/Liquor, Poor 5sp 2sp
Decent >1gp >1gp
Rich >10gp -
Drink, Cheap 1sp 1sp
Decent 3sp 2sp
Good 6sp 4sp
Rich >15gp >10gp
Meal, Fancy 1gp 5sp
Horrid 2sp 1sp
Rich >15gp >10gp
Standard 5sp 3sp
Rations, Iron/Day 2gp 1gp
Standard/Day 1gp 5sp
Feed, Animal/Day 1gp 5sp
Services City Cost Rural Cost
Post, Local 1gp -
Municipal 5gp -
Kingdom 15gp 15gp
Outrealm 25gp 25gp
Coach, Local 1gp -
Travel/Day 10gp 10gp
Charter/Day 20gp -
Freight/Pound/Day 5sp 5sp
Ship, Passage/Day 2gp -
Charter/Day 100gp 100gp
Lodging City Cost Rural Cost
Barn - 1sp
Inn, Poor 1gp 5sp
Avergae 5gp 2gp
Secure 10gp 5gp
Fancy >25gp >2gp
Extravagant >100gp >25gp
Rent, 1 Month (per 10' sq.) 30gp 15gp

Costs are per day, unless noted. The cost to buy instead of rent is one hundred times the listed monthly rental price.

Miscellaneous Equipment City Rural
Air Bladder 1gp 1gp
Bedroll 2gp 1gp
Block and Tackle 2gp 3gp
Book, Blank 5gp 10gp
Reading 10gp 20gp
Spell (Blank) 100gp
Caltrop 5sp
Candle 1sp 1sp
Chain, per foot 1gp 2gp
Chalk 1sp 1sp
Clothing, Extravagant > 20gp
Normal 5gp 2gp
Poor 1gp 5sp
Winter Travel 10gp 5gp
Cooking Pots 1gp 5sp
Crampons 5gp 5gp
Crowbar 2gp 2gp
Drill 5gp 5gp
Fishing Gear 1gp 1gp
Flask of Lamp Oil 5sp 5sp
Garlic 3sp 1sp
Gem >5gp >5gp
Grappling Hook 5gp 10gp
Holy Symbol, Silver 25gp 50gp
Steel 10gp 10gp
Wood 1gp 1sp
Holy Water 25gp 25gp
Hourglass 100gp
Ink 1gp 5gp
Instrument > 1gp > 5gp
Jewelry > 10gp > 10gp
Ladder, 10' 10gp 7gp
Lantern 3gp 5gp
Lard 1sp 1sp
Lock 7gp 10gp
Mallet 3sp 3sp
Manacles 10gp 15gp
Map, Kingdom 10gp 25gp
Local 1gp 5gp
Mirror, Glass 10gp 15gp
Silver 30gp
Steel 1gp 5gp
Nails 1sp 2sp
Paper 2sp 2sp
Pick, Miner’s 6gp 12gp
Pipe 1gp 5sp
Pole, 10' 1gp 5sp
Riding Gear 25gp 10gp
Rope, 50' 3gp 3gp
Scroll Case 1gp 3gp
Shovel 3gp 3gp
Soap 1sp 1sp
Specialist’s Tools 50gp
Spike, Iron 3sp 5sp
Spike, Wooden 1sp 1sp
Spyglass 250gp
Tent, Grand 25gp
Pavilion 50gp
Personal 5gp 10gp
Regular 10gp 20gp
Tinderbox 1gp 5gp
Tobacco 1gp 5sp
Torch 1sp 1sp
Vial or Bottle, Empty 5sp 7sp
Waterskin 1gp 1gp
Whistle 1gp 1gp
Wolvesbane 1gp 1sp

Armor

Armor City Cost Rural Cost Base AC
Armor, Leather 37.5gp 75gp 12
Armor, Chain 150gp - 14
Armor, Plate 1500gp - 16
Shield 15gp 37.5gp varies
Barding, Leather 375gp - 12
Barding, Chain 750gp - 14
Barding, Plate 1500gp - 16

Missiles

Missile Weapons City Cost Rural Cost Damage Short Medium Long
Blowgun 5gp - - < 20' < 50' < 80'
Bow, long 45gp - 1d6 < 50' < 600' < 900'
Bow, Short 25gp 25gp 1d6 < 50' < 300' < 450'
Crossbow, Heavy 30gp - 1d8 < 50' < 200' < 600'
Crossbow, Light 25gp - 1d6 < 50' < 150' < 400'
Rock - - 1d2 < 10' < 20' < 30'
Sling 1gp 5sp 1d4 < 50' < 300' < 450'
Dart 1gp - 1d4 < 10' < 20' < 30'
Spear 5gp 3gp 1d6 < 10' < 20' < 60'
Other Thrown Weapon Same as melee equivelant < 10' < 20' < 30'

Melee

Melee Weapons City Rural Damage
Cestus 10gp - 1d3
Garrote 5gp - 1d6
Lance 30gp - 1d10
Mancatcher 20gp - -
Polearm (glaive, guisarme, halberd, bill, ect) 30gp - 1d8
Rapier 15gp - 1d8
Spear 5gp 3gp 1d6
Staff 5gp 3gp 1d4
Weapon, Great (greataxe, greatsword, greatclub, heavy flail, ect) 50gp - 1d10
Weapon, Medium (longsword, scimitar, mace, battleaxe, ect) 20gp 50gp 1d8
Weapon, Small (shortsword, hammer, pick, handaxe, ect) 10gp 10gp 1d6
Weapon, Minor (dagger, club, light pick, ect) 5gp 5gp 1d4
Whip 10gp 25gp 1d3

The generic “weapon” categories are only for rules and reference purposes. Characters purchasing such an item mustspecify exactly what sort of weapon is being purchased.

Silver weapons cost ten times more than standard weapons, and have a 1 in 10 chance to break whenever they are used to attack, even if the attack misses.

An “unadjusted” Armor Class is that of solely the armor and shield. Dexterity modifiers, magical modifiers, or any other adjustments are not counted when determining unadjusted AC.

Some weapons can attack “from the second rank.” This is used when there is a definite battle line in combat. Usually only those on the front line of battle can strike, but those weapons usable from the second rank allow anyone immediately behind the battle line to strike as well.