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 |
- Characters wearing armor receive the Base Armor
Class listed for their armor type. Unarmored characters
have a Base AC of 10.
- Shields increase AC by 1 point versus mêlée
attacks, and by 2 points versus missile attacks.
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' |
- A quiver plus the arrows or bolts it carries (20 maximum)
count as one item together for encumbrance
purposes.
- Arrows and crossbow bolts cost 5sp each, sling
bullets cost 2sp each.
-
- Targets at Medium range are –2 to hit, –4 to hit
at Long range.
-
- Light crossbows can only be fired every other
round and ignore 2 AC points, heavy crossbows
fire every third round and ignore 4 AC points.
-
- Each missile weapon can be fired once per round
with the exception of the crossbows noted
above.
-
- Slings fired with stones instead of bullets have
half the listed range.
-
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.
- Cestus: This includes all sorts of fist wrappings
and brass knuckle weapon types. Users suffer a
–2 penalty to hit any opponent with an unadjusted
AC of 13 or better.
-
- Garrote: Use of this weapon requires an attack
from surprise, or a successful grapple. If a hit is
scored, the target is considered grappled and will
take 1d6 damage per round.
-
- Lance: This weapon can be used one-handed if
charging on horseback. Otherwise, it is effectively
a polearm (pike).
-
- Mancatcher: A successful hit with this weapon
requires the victim to make a saving throw versus
Paralysis. If unsuccessful, the victim is considered
helpless, as is the wielder of the mancatcher while
the target is being held for purposes of defending
against attacks. This weapon must be wielded
with two hands.
-
- Polearm: This two-handed weapon can be used to
attack from the second rank, can be used to receive
a charge, and receives a +1 bonus to hit opponents
with an unadjusted AC of 14 or better.
-
- Rapier: This one handed weapon suffers a –2
penalty to hit opponents with an unadjusted AC
of 13 or better.
-
- Spear: This can be used to attack from the second
rank, and can be used to receive a charge.
-
- Staff: This must be wielded with two hands.
-
- Weapon, Great: These weapons must be wielded
with two hands. Two-handed swords, mauls, and
great axes are included in this category.
-
- Weapon, Medium: These weapons include standard
swords, battle axes, and maces. Halflings
must wield them two-handed.
-
- Weapon, Minor: These are small one-handed
weapons including daggers and clubs, and suffer
a –2 penalty to hit opponents with an unadjusted
AC of 13 or better.
-
- Weapon, Small: These are one-handed weapons,
including short swords and hand axes.
-
- Whip: This weapon is ineffective against targets
with unadjusted AC 12 or better, but allows
mêlée attacks on opponents up to 10' away.
-
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.