This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

EQUIPMENT

Coins

The most common coin that adventurers use is the gold piece (gp). A skilled (but not exceptional) artisan can earn a gold piece a day. The gold piece is the standard unit of measure for wealth.

The most prevalent coin among commoners is the silver piece (sp). A gold piece is worth 10 silver pieces.

Each silver piece is worth 10 copper pieces (cp).

Merchants also recognize platinum pieces (pp), which are each worth 10 gp.

The standard coin weighs about a third of an ounce (fifty to the pound).

TRADE

In general, something can be sold for half its listed price.

Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them, but the difference is small enough that you don't have to worry about it.

Table: Trade Goods

Commodity                      Cost
---------                      ----
Chicken, 1                     2 cp
Cinnamon, 1 lb.                1 gp
Copper, 1 lb.                  5 sp
Cow, 1                         10 gp
Dog, 1                         25 gp
Flour, 1 lb.                   2 cp
Ginger or pepper, 1 lb.        2 gp
Goat, 1                        1 gp
Gold, 1 lb.                    50 gp
Iron, 1 lb.                    1 sp
Linen, 1 lb. (sq. yard)        4 gp
 
Commodity                      Cost
---------                      ----
Ox, 1                          15 gp
Pig, 1                         3 gp
Saffron or cloves, 1 lb.       15 gp
Salt, 1 lb.                    5 gp
Sheep, 1                       2 gp
Silk, 1 lb. (2 sq. yards)      20 gp
Silver, 1 lb.                  5 gp
Tea leaves, 1 lb.              2 sp
Tobacco, 1 lb.                 5 sp
Wheat, 1 lb.                   1 cp

WEAPONS & ARMOR

Weapon Categories

Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).

If a character uses a weapon with which the character is not proficient, the character suffers a -4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. Apply a character's Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite shortbows or longbows).

Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.

Light: If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.

One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage (provided the character has a bonus).

Thrown weapons can only be thrown one-handed, and a character's Strength bonus is added to the damage.

Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus).

Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage.

A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a mighty composite shortbow or longbow.

Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.

Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

Table: Weapons

Simple Weapons-Melee
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type**
------                         ----    ------  --------       ---------              ------  ------
Unarmed Attacks
Gauntlet                       2 gp    *       *              -              2 lb.   (B)
Strike, unarmed (Medium-size)  -       1d3S    X2             -              -       (B)
Strike, unarmed (Small)        -       1d2S    X2             -              -       (B)
Tiny
Dagger                         2 gp    1d4     19-20/X2       10 ft.         1 lb.   (P)
Dagger, punching               2 gp    1d4     X3             -              2 lb.   (P)
Gauntlet, spiked               5 gp    1d4     X2             -              2 lb.   (P)
Small
Mace, light                    5 gp    1d6     X2             -              6 lb.   (B)
Sickle                         6 gp    1d6     X2             -              3 lb.   (S)
Medium-size
Club                           -       1d6     X2             10 ft.         3 lb.   (B)
Halfspear                      1 gp    1d6     X3             20 ft.         3 lb.   (P)
Mace, heavy                    12 gp   1d8     X2             -              12 lb.  (B)
Morningstar                    8 gp    1d8     X2             -              8 lb.   (B&P)
Large
Quarterstaff                   -       1d6/1d6 X2             -              4 lb.   (B)
Shortspear                     2 gp    1d8     X3             20 ft.         5 lb.   (P)
 
Simple Weapons-Ranged
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Small
Crossbow, light                35 gp   1d8     19-20/X2       80 ft.         6 lb.   (P)
Bolts, crossbow (10)           1 gp    -       -              -              1 lb.   -
Dart                           5 sp    1d4     X2             20 ft.         1/2 lb. (P)
Sling                          -       1d4     X2             50 ft.         0 lb.   (B)
Bullets, sling (10)            1 sp    -       -              -              5 lb.   -
Medium-size
Crossbow, heavy                50 gp   1d10    19-20/X2       120 ft.        9 lb.   (P)
Bolts, crossbow (10)           1 gp    -       -              -              1 lb.   -
Javelin                        1 gp    1d6     X2             30 ft.         2 lb.   (P)
Martial Weapons-Melee
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Small
Axe, throwing                  8 gp    1d6     X2             10 ft.         4 lb.   (S)
Hammer, light                  1 gp    1d4     X2             20 ft.         2 lb.   (B)
Handaxe                        6 gp    1d6     X3             -              5 lb.   (S)
Lance, light                   6 gp    1d6     X3             -              5 lb.   (P)
Pick, light                    4 gp    1d4     X4             -              4 lb.   (P)
Sap                            1 gp    1d6S    X2             -              3 lb.   (B)
Sword, short                   10 gp   1d6     19-20/X2       -              3 lb.   (P)
Medium-size
Battleaxe                      10 gp   1d8     X3             -              7 lb.   (S)
Flail, light                   8 gp    1d8     X2             -              5 lb.   (B)
Lance, heavy                   10 gp   1d8     X3             -              10 lb.  (P)
Longsword                      15 gp   1d8     19-20/X2       -              4 lb.   (S)
Pick, heavy                    8 gp    1d6     X4             -              6 lb.   (P)
Rapier                         20 gp   1d6     18-20/X2       -              3 lb.   (P)
Scimitar                       15 gp   1d6     18-20/X2       -              4 lb.   (S)
Trident                        15 gp   1d8     X2             10 ft.         5 lb.   (P)
Warhammer                     12 gp   1d8     X3             -              8 lb.   (B)
Large
Falchion                       75 gp   2d4     18-20/X2       -              16 lb.  (S)
Flail, heavy                   15 gp   1d10    19-20/X2       -              20 lb.  (B)
Glaive                         8 gp    1d10    X3             -              15 lb.  (S)
Greataxe                       20 gp   1d12    X3             -              20 lb.  (S)
Greatclub                      5 gp    1d10    X2             -              10 lb.  (B)
Greatsword                     50 gp   2d6     19-20/X2       -              15 lb.  (S)
Guisarme                       9 gp    2d4     X3             -              15 lb.  (S)
Halberd                        10 gp   1d10    X3             -              15 lb.  (P&S)
Longspear                      5 gp    1d8     X3             -              9 lb.   (P)
Ranseur                        10 gp   2d4     X3             -              15 lb.  (P)
Scythe                         18 gp   2d4     X4             -              12 lb.  (P&S)
 
Martial Weapons-Ranged
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Medium-size
Shortbow                       30 gp   1d6     X3             60 ft.         2 lb.   (P)
Arrows (20)                    1 gp    -       -              -              3 lb.   -
Shortbow, composite            75 gp   1d6     X3             70 ft.         2 lb.   (P)
Arrows (20)                    1 gp    -       -              -              3 lb.   -
Large
Longbow                        75 gp   1d8     X3             100 ft.        3 lb.   (P)
Arrows (20)                    1 gp    -       -              -              3 lb.   -
Longbow, composite             100gp   1d8     X3             110 ft.        3 lb.   (P)
Arrows (20)                    1 gp    -       -              -              3 lb.   -
 
Exotic Weapons-Melee
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Tiny
Kama,halfling                  2 gp    1d4     X2             -              1 lb.   (S)
Kukri                          8 gp    1d4     18-20/X2       -              3 lb.   (S)
Nunchaku,halfling              2 gp    1d4     X2             -              1 lb.   (B)
Siangham,halfling              2 gp    1d4     X2             -              1 lb.   (P)
 
Small
Kama                           2 gp    1d6     X2             -              2 lb.   (S)
Nunchaku                       2 gp    1d6     X2             -              2 lb.   (B)
Siangham                       3 gp    1d6     X2             -              1 lb.   (P)
Medium-size
Sword, bastard                 35 gp   1d10    19-20/X2       -              10 lb.  (S)
Waraxe, dwarven                30 gp   1d10    X3             -              15 lb.  (S)
Large
Axe, orc double                60 gp   1d8/1d8 X3             -              25 lb.  (S)
Chain, spiked                  25 gp   2d4     X2             -              15 lb.  (P)
Flail, dire                    90 gp   1d8/1d8 X2             -              20 lb.  (B)
Sword,two-bladed               100gp   1d8/1d8 19-20/X2       -              30 lb. (S)
 
Exotic Weapons-Ranged
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Tiny
Crossbow, hand                 100gp   1d4     19-20/X2       30 ft.         3 lb.   (P)
Bolts (10)                     1 gp    -       -              -              1 lb.   -
Shuriken                       1 gp    1       X2             10 ft.         1/10 lb.(P)
Small
Whip                           1 gp    1d2S    X2             15 ft.         2 lb.   (S)
Medium-size
Crossbow, repeating            250gp   1d8     19-20/X2       80 ft.         16 lb.  (P)
Bolts (5)                      1 gp    -       -              -              1 lb.   -
Net                            20 gp   *       *              10 ft.         10 lb.  -
 
Asian Weapons-Ranged
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Small
Blowgun                        1 gp    1       x2             10 ft.         2 lb.   (P)
Needles, blowgun (20)          1 gp    -       -              -              *       -
 
Asian Weapons-Melee
                                                             Range
Weapon                         Cost    Damage  Critical       Increment      Weight  Type
------                         ----    ------  --------       ---------      ------  ----
Small
Wakizashi**                    300 gp  1d6     19-20/?2       -              3 lb.   (S)
Medium-size
Katana†                        400 gp  1d10    19-20/?2       -              6 lb.   (S)
Large
Kusari-gama                    10 gp   1d6/1d4 x2             -              3 lb.   (S/B)
 

*No weight worth noting.
**Except as indicated, same as masterwork short sword.
†Except as indicated, same as masterwork bastard sword.

Weapon Qualities

Cost: This is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.

Damage: The Damage column gives the damage dealt with a weapon when a hit is scored. If the damage is designated "S", then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, then the weapon is a double weapon, and the full attack full-round action can be used to make one extra attack when using this weapon, as per the two-weapon rules. Use the second damage figure given for the extra attack.

Weapon Size and Damage

As a weapon gets larger or smaller, the damage it deals changes according to the following progression:

One Size Smaller       Original Damage        One Size Larger
----------------       ---------------        ---------------
1                      1d2                    1d3
1d2                    1d3                    1d4
1d3                    1d4                    1d6
1d4                    1d6                    1d8
1d6                    1d8                    2d6
1d6                    1d10                   2d6
1d8                    1d12                   2d8

For an even larger version of a weapon that does 2 or more dice of damage, convert each die to the next larger category. For instance, a Large version of a longsword does 2d6 points of damage (up from 1d8), and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8).

A weapon reduced in size so that it does less than 1 point of damage is useless.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When a critical hit is scored, roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.

Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when a critical hit is scored.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty to the attack roll.

Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.

Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM.

Weight: This column gives the weapon's weight.

Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored.

Special: Some weapons have special features, such as reach. See the weapon descriptions.

Weapon Descriptions

Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing.

Axe, Orc Double: An orc double axe is a double weapon. A creature using a double weapon in one hand can't use it as a double weapon.

Blowgun: This is used to fire small needles a long distance. It is silent, and its needles most often are used to poison foes.

Needles, Blowgun: These 2-inch-long iron needles are sold in small wooden cases of 20. A full case is so light that its weight is negligible. The tips of the needles are often coated with poison such as greenblood oil, bloodroot, blue whinnis, shadow essence, or even deathblade.

Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Chain, Spiked: A spiked chain has reach of 10 feet. In addition, the weapon can be used against an adjacent foe.

Because the chain can wrap around an enemy's leg or other limb, a trip attack can be made with it. If a character using a Spiked Chain is tripped during the character's trip attempt, the chain can be dropped to avoid being tripped.

When using a spiked chain, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm his or her opponent).

Use the Weapon Finesse feat to apply a character’s Dexterity modifier instead of the Strength modifier to attack rolls with a spiked chain.

Club: A wooden club is so easy to find and fashion that it has no cost.

Crossbow, Hand: Loading a hand crossbow is a move-equivalent action that provokes attacks of opportunity.

Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user's size. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-size or larger character can shoot a heavy crossbow with each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand).

Crossbow, Light: A light crossbow requires two hands to use, regardless of the user's size. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.

A Small or larger character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A Small or larger character can shoot a light crossbow with each hand as noted for heavy crossbows, above.

Crossbow, Repeating: The repeating crossbow holds five crossbow bolts. While it holds bolts, the crossbow can be shot according to a character's normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.

Dagger: The dagger is a common secondary weapon. Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a dagger.

Dagger, Punching: This dagger puts the full force of the wielder's punch behind it, making it capable of deadly strikes.

Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.

Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge.

Flail, Dire: A dire flail is a double weapon. A creature using a double weapon in one hand, such as an ogre using a dire flail, can't use it as a double weapon.

With a dire flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if the character fails to disarm the enemy).

Use this weapon to make trip attacks. If a character is tripped during his or her own trip attempt, the dire flail can be dropped to avoid being tripped.

Flail, Heavy or Light: With a flail, add a +2 bonus on the opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if the character fails to disarm the enemy).

Use this weapon to make trip attacks. If the character is tripped during his or her own trip attempt, the flail can be dropped to avoid being tripped.

Gauntlet: These metal gloves protect the hands and let character's deal normal damage with unarmed strikes rather than subdual damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet.

Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked: An opponent cannot use a disarm action to disarm a character's spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive: A glaive has reach of 10 feet. The weapon cannot be used against an adjacent foe.

Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.

Guisarme: A guisarme has reach of 10 feet. The weapon cannot be used against an adjacent foe.

Because of the guisarme's curved blade, trip attacks can also be made with it. If a character is tripped during his or her trip attempt, the guisarme can be dropped to avoid being tripped.

Halberd: Normally, a character strikes with the halberd's axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the halberd, a character can use it to make trip attacks. If a character is tripped during his or her own trip attempt, the halberd can be dropped to avoid being tripped.

Halfspear: The halfspear is small enough for a Small character to use it.

Hammer, Light: This is a small sledge light enough to throw.

Javelin: This weapon is a light, flexible spear intended for throwing. It can be used in melee, but not well. Since it is not designed for melee, all characters are treated as not proficient with it and thus suffer -4 on their melee attack rolls.

Kama: A monk using a kama can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.

Katana: While functionally a bastard sword, this sword is the most masterfully made nonmagical weapon in existence. It counts as a masterwork weapon and grants its wielder a +1 bonus to attack rolls. A katana is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size creature can use a katana two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. With Exotic Weapon Proficiency (katana), a Medium-size creature can use it in one hand. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.

Kusari-Gama: This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that can be used either as a double weapon or as a reach weapon.  A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon.  If used as two weapons it can only be used to strike adjacent opponents. 

If used as a reach weapon, a kusari-gama can strike opponents 10 feet away.  In addition, unlike other weapons with reach, it can be used against an adjacent foe.  In this case, only one end of the kusari-gama can be used effectively; it cannot be used as a double weapon.  The character chooses which end to use when used as a range weapon.  The sickle end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon. 

A kusari-gama can be used to make trip attacks.  If the wielder is tripped during his or her own trip attempt, the kusari-gama can be dropped to avoid being tripped. 

The kusari-gama gives a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed after failing to disarm the opponent). 

Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a kusari-gama.

Lance, Heavy or Light: A lance deals double damage when used from the back of a charging mount. A heavy lance has reach of 10 feet. The weapon cannot be used against an adjacent foe. Light lances are primarily for Small riders.

Longbow: A character needs at least two hands to use a bow, regardless of the size of the bow. This bow is too big to use while mounted.

Longbow, Composite: A character needs at least two hands to use a bow, regardless of the size of the bow. A character must be at least Medium-size to use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character's above-average Strength.

Longspear: A longspear has reach of 10 feet. The weapon cannot be used against an adjacent foe.

Mighty Composite Longbow or Shortbow: A mighty bow is a composite bow made with an especially heavy pull to allow a strong archer to take advantage of an above-average Strength. The mighty bow allows a character to add his or her Strength bonus to damage up to the maximum bonus listed.

Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. It can be used to entangle opponents.

When a net is thrown, make a ranged touch attack against the target. A net's maximum range is 10 feet, and the character suffers no range penalties to throw it even to its maximum range. If the attack is successful, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the character takes control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.

The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action).

A net is only useful against creatures between Tiny and Large size, inclusive. A net must be folded to be thrown effectively. The first time a net is thrown in a fight, the attacker must make a normal ranged touch attack roll. After the net is unfolded, the character suffers a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku: A monk using a nunchaku fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.

Pick, Heavy or Light: A pick is designed to concentrate its force on a small, penetrating point. A light or heavy pick resembles a miner's pick but is specifically designed for war.

Quarterstaff: A quarterstaff is a double weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can't use it as a double weapon.

Ranseur: A ranseur has reach of 10 feet. The weapon cannot be used against an adjacent foe.

With a ranseur, add a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

Rapier: Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with a rapier.

Sap: A sap comes in handy when a character wants to knock an opponent out instead of killing him.

Scimitar: The curve on this blade makes the weapon's edge effectively sharper.

Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.

Shortbow: A character must use two hands to use a bow, regardless of the size of the bow. A character who is Medium-size or larger can use this bow while mounted.

Shortbow, Composite: A character must use at least two hands to use a bow, regardless of the size of the bow. A character who is Small or larger can use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character's above-average Strength.

Shortspear: Because a shortspear is not as long as a longspear, it can be thrown.

Shuriken: Up to three shuriken can be thrown per attack (all at the same target). Do not apply the Strength modifier to damage with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.

Siangham or Halfling Siangham: A monk using a siangham fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling siangham is for Small monks.

Sickle: This weapon is like a farmer's sickle, but it is strengthened for use as a weapon. It is favored by druids or by anyone who wants a weapon that might be overlooked by guards.

Sling: The sling hurls lead bullets. It's not as easy to use as the crossbow nor as powerful as a bow, but it's cheap, and easy to improvise from common materials. Druids and halflings favor slings.

A character can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets, so they deal only 1d3 points of damage and suffer a -1 penalty on attack rolls.

Strike, Unarmed: A Medium-size character deals 1d3 points of subdual damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of subdual damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that provide a bonus to weapon damage.

Use the Weapon Finesse feat to apply a character's Dexterity modifier instead of the Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Sword, Short: This sword is popular as an off-hand weapon or as a primary weapon for Small characters.

Sword, Two-Bladed: A two-bladed sword is a double weapon. A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can't use it as a double weapon.

Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it's not as aerodynamic as those other weapons.

Wakizashi: This small, slightly curved short sword is made with a skill only masterful weaponsmiths possess. It counts as a masterwork weapon and grants its wielder a +1 bonus to attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Weapon, Masterwork: These well-made weapons add a +1 bonus to attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although the whip is kept in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.

Because the whip can wrap around an enemy's leg or other limb, trip attacks can be made with it. If a character is tripped during the trip attempt, the whip can be dropped to avoid being tripped.

When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Table: Armor

Armor
                               Armor   Max     Check          ---- Speed ----
Armor                  Cost    Bonus   Dex     Penalty        (30ft)  (20ft)  Weight
-----                  ----    -----   ---     -------        ------  ------  ------
Light armor
Padded                 5 gp    +1      +8      0       30 ft.  20 ft.  10 lb.
Leather                10 gp   +2      +6      0       30 ft.  20 ft.  15 lb.
Studded leather        25 gp   +3      +5      -1      30 ft.  20 ft.  20 lb.
Chain shirt            100gp   +4      +4      -2      30 ft.  20 ft.  25 lb.
Medium armor
Hide                   15 gp   +3      +4      -3      20 ft.  15 ft.  25 lb.
Scale mail             50 gp   +4      +3      -4      20 ft.  15 ft.  30 lb.
Chainmail              150gp   +5      +2      -5      20 ft.  15 ft.  40 lb.
Breastplate            200gp   +5      +3      -4      20 ft.  15 ft.  30 lb.
Heavy armor
Splint mail            200gp   +6      +0      -7      20 ft.* 15 ft.* 45 lb.
Banded mail            250gp   +6      +1      -6      20 ft.* 15 ft.* 35 lb.
Half-plate             600gp   +7      +0      -7      20 ft.* 15 ft.* 50 lb.
Full plate             1,500gp +8      +1      -6      20 ft.* 15 ft.* 50 lb.
 
Shields
                               Armor   Max     Check          ---- Speed ---
Armor                  Cost    Bonus   Dex     Penalty        (30ft)  (20ft)  Weight
-----                  ----    -----   ---     -------        ------  ------  ------
Buckler                15 gp   +1      -       -1             -       -       5 lb.
Shield, small, wooden  3 gp    +1      -       -1             -       -       5 lb.
Shield, small, steel   9 gp    +1      -       -1             -       -       6 lb.
Shield, large, wooden  7 gp    +2      -       -2             -       -       10 lb.
Shield, large, steel   20 gp   +2      -       -2             -       -       15 lb.
Shield, tower          30 gp   **      -       -10            -       -       45 lb.
 
Extras
                               Armor   Max     Check          ---- Speed ---
Armor                  Cost    Bonus   Dex     Penalty        (30ft)  (20ft)  Weight
-----                  ----    -----   ---     -------        ------  ------  ------
Armor spikes           +50gp   -       -       -              -       -       +10lb.
Gauntlet, locked       8 gp    -       -       Special        -       -       +5lb.
Shield spikes          +10gp   -       -       -              -       -       +5lb.

*When running in heavy armor, a character moves only triple speed, not quadruple.

Table: Arcane Spell Failure

Armor                  Failure
-----                  -------
Light armor
Padded  5%
Leather                10%
Studded leather        15%
Chain shirt            20%
Medium armor
Hide                   20%
Scale mail             25%
Chainmail              30%
Breast-plate           25%
Heavy armor
Splint mail            40%
Banded mail            35%
Half-plate             40%
Full plate             35%
Shields
Buckler                5%
Shield, small, wooden  5%
Shield, small, steel   5%
Shield, large, wooden  15%
Shield, large, steel   15%
Shield, tower          50%

Arcane Spell Failure: Armor interferes with the gestures that are needed to make to cast an arcane spell.

Casting an Arcane Spell in Armor: When casting an arcane spell while wearing armor, a character must make an arcane spell failure roll. The number in the Arcane Spell Failure is the chance that the spell fails and is ruined. If the spell lacks a somatic (S) component it can be cast without making the arcane spell failure roll.

Armor Qualities

Depending on a character's class, the character may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, select the Armor Proficiency feats.

Cost: The cost of the armor.

Armor Bonus: The protective value of the armor. Bonuses from armor and a shield stack. This bonus is an armor bonus, so it does not stack with other effects that increase an armor bonus, such as the mage armor spell or bracers of armor.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing a character's ability to dodge blows.

Even if a Dexterity bonus drops to 0, a character is not considered to have lost the Dexterity bonus.

Shields: Shields do not affect the maximum Dexterity bonus.

Armor Check Penalty: Anything heavier than leather hurts the ability to use some skills.

Skills: The armor check penalty number is the armor check penalty applied to certain skill checks.

Shields: Both armor check penalties apply when wearing armor and shield.

Nonproficient with Armor Worn: If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.

Sleeping in Armor: If a character sleeps in a suit of armor with an armor check penalty of -5 or worse, the character is automatically fatigued the next day. The character suffers a -2 penalty on Strength and Dexterity, and can't charge or run.

Shields: Both spell failure chances should be combined when wearing armor and shield..

Speed: Medium and heavy armor slows a character down. The number on Table: Armor is a character's top speed while wearing the armor.

Shields: Shields do not affect speed.

Weight: The weight of the armor. Armor fitted for Small characters weighs half as much.

Getting Into and Out of Armor: The time required to don armor depends on its type.

Don: This column records how long it takes to put the armor on. (One minute is 10 rounds.)

Don Hastily: This column records how long it takes to put the armor on in a hurry. Hastily donned armor has an armor check penalty and armor bonus each 1 point worse than normal.

Remove: This column records how long it takes to get the armor off.

Table: Donning Armor

Armor Type                                           Don            Don Hastily    Remove
----------                                           ---            -----------    ------
Padded, leather, hide, studded leather, 
or chain shirt                                       1 minute       5 rounds       1 minute*
Breastplate, scale mail, chainmail, banded mail, 
or splint mail                                       4 minutes*     1 minute       1 minute*
Half-plate or full plate                             4 minutes**    4 minutes*     1d4+1 minutes*

*If a character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
**A character must have help to don this armor. Without help, it can only be donned hastily.

Armor for Unusual Creatures

The information on Table: Armor is for Medium-size creatures. Armor for Tiny or smaller creatures costs half as much as that for Medium-size creatures, provides half as much protection, and weighs one-tenth or less as much. Armor for Large characters costs double and weighs twice as much, and for Huge creatures it costs quadruple and weighs five times as much. Armor for even larger creatures must be specially made and has no standard price or weight.

Armor for a nonhumanoid creature costs twice as much as the same armor for a humanoid.

Armor Descriptions

The types of armor found on Table: Armor are described below.

Armor Spikes: Spikes can be added to armor. They deal 1d6 points of piercing damage (X2 crit) with a successful grapple attack. The spikes count as a martial weapon. If a character is not proficient with them, the character suffers a -4 penalty on grapple checks when trying to use them. A regular melee attack (or off-hand attack) can be made with the spikes, and they count as a light weapon in this case.

An enhancement bonus on a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.

Banded Mail: This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.

Breastplate: A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting
movement much.

Buckler: This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round.

Chain Shirt: A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.

Chainmail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.

Full Plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet.

Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4X100) gold pieces.

Full plate is also known as field plate.

Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach her weapon so that it cannot be dropped easily. It adds a +10 bonus to any roll to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The price given is for a single locked gauntlet. The weight given only applies if the character is wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet the character already has as part of the armor.

While the gauntlet is locked, the hand wearing can't be used for casting spells or employing skills.

Like a normal gauntlet, a locked gauntlet deals normal damage rather than subdual damage with an unarmed strike.

Half-Plate: This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.

Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.

Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.

Padded: Padded armor features quilted layers of cloth and batting.

Scale Mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.

Small Shield: A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons).

Large Shield: A large shield is too heavy to use the shield hand for anything else.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks (such as warp wood and heat metal).

Shield Bash Attacks: An opponent can be bashed with a shield, using it as an off-hand weapon. A Medium-size character deals 1d4 points of damage (X2 crit) with a large shield or 1d3 (X2 crit) with a small one. (The tower shield cannot be used to perform the bash action.) A Small character deals 1d3 points of damage (X2 crit) with a large shield or 1d2 (X2 crit) with a small one. Used this way, the shield is a martial bludgeoning weapon. For purposes of attack penalties, treat a shield as a light weapon. If the shield is used as a weapon, lose its AC bonus until the character's next action (usually until the next round).

Shield Spikes: These spikes turn a shield into a martial piercing weapon that deals 1d6 points of damage (X2 crit) no matter whether the shield is small or large. Buckler or tower shields cannot have shield spikes.

Shield, Tower: This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action.

Splint Mail: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.

Studded Leather: This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.

Table: Special and Superior Items

Weapon or Armor                       Cost
---------------                       ----
Weapon, masterwork                    +300 gp*
Arrow, bolt, or bullet, masterwork    7 gp
Arrow, bolt, or bullet, silvered      1 gp
Dagger, silvered                      10 gp
Mighty composite shortbow
(+1 Str bonus)                        150 gp
(+2 Str bonus)                        225 gp
Mighty composite longbow 
(+1 Str bonus)                        200 gp
(+2 Str bonus)                        300 gp
(+3 Str bonus)                        400 gp
(+4 Str bonus)                        500 gp
Armor or shield, masterwork           +150 gp

Table: Grenadelike Weapons

                               -- Damage --   Range
Weapon*        Cost    Direct Hit     Splash  Increment      Weight
-------        ----    ----------     ------  ---------      ------
Acid (flask)   10 gp   1d6            1 pt**  10 ft.         1 1/4 lb.
Alchemist's fire 
 (flask)       20 gp   1d6            1 pt**  10 ft.         1 1/4 lb.
Holy water
 (flask)       25 gp   2d4            1 pt**  10 ft.         1 1/4 lb.
Tanglefoot bag 50 gp   Entangles      -       10 ft.         4 lb.
Thunderstone   30 gp   Sonic          -       20 ft.         1 lb.

*Grenadelike weapons require no proficiency to use. See text for full details on using these weapons.
**Grenadelike weapons deal splash damage to all creatures within 5 feet of where they land.

Armor or Shield, Masterwork: These well-made items function like the normal versions except that their armor check penalties are reduced by 1.

Arrow, Bolt, or Bullet, Masterwork: A masterwork projectile functions like a normal projectile of the same type except that it is so aerodynamically sound that a +1 bonus on attack rolls is added when using it. This bonus stacks with any bonus a character might get by using a masterwork bow, crossbow, or sling. The projectile is damaged (effectively destroyed) when it is used.

Arrow, Bolt, or Bullet, Silvered: A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.

Dagger, Silvered: A silvered dagger functions as a normal dagger, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.

Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically, a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider on a direct hit or 1 point of damage if it splashes such a creature. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenadelike weapon. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the holy water poured out onto it. Thus, a character can only douse an incorporeal creature with holy water if he or she is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

Temples to good deities sell holy water at cost (making no profit) because they are happy to supply people with what they need to battle evil.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. 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 glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag: Throw this round leather bag full of alchemical goo as a grenadelike weapon. When the bag is thrown against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. Even with a successful save, it can only move at half speed.

A character who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape goo off himself, or another character assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much of the goo he happened to scrape off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check (DC 15) to cast a spell. The goo becomes brittle and fragile after 10 minutes.

Thunderstone: Throw this stone as a grenadelike weapon. When it strikes a hard surface (or is struck hard), it creates a deafening bang (a sonic attack). Creatures within a 10-foot radius must make Fortitude saves (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.

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 is a standard action (rather than a full-round action), and lighting any other fire with one takes at least a standard action.

Table: Siege Engines

Item                                  Cost           Damage  Critical       Range Increment        Crew
----                                  ----           ------  --------       --------------- ----
Catapult, heavy (100 ft. minimum)     800 gp         5d6     -              200 ft.        5
Catapult, light (100 ft. minimum)      550 gp         3d6     -              150 ft.        2
Ballista                              500 gp         3d6     X3             120            1
Ram                                   2,000 gp       4d6     ?3             -               10
Siege tower                           1,000 gp

Catapult, Heavy: A heavy catapult is a large engine capable of throwing rocks or heavy objects with great force. When fired, one of the crew makes a Profession (siege engineer) check (DC 20). If successful, where the object actually lands is determined by rolling 1d12 and consulting the Deviation (10 Ft. to 16 Ft.) Diagram on page 68. The center is the desired target. If the check is failed, the DM secretly rolls and consults the same deviation diagram. The result is now where the catapult is actually aimed. This new result is used as the center to determine the actual deviation of the attack. For example, a catapult is used to attack a stone tower. The Profession (siege engineer) check fails, so the DM rolls 1d12 and gets an 11. By consulting the diagram, she determines that the actual target is 10 feet from the desired target, behind and to the left. Now, a crew member rolls 1d12 and gets an 8. After consulting the Deviation (10 Ft. to 16 Ft.) Diagram on page 68 to see where the object goes, the DM ascertains that it falls 10 feet short and to the left of the actual target, which is 20 feet to the left of the desired target.

Loading the catapult and preparing it to fire takes the full crew 8 full rounds. Initially aiming (or reaiming) takes 10 minutes in addition to loading and preparation time. Three to four crew members can operate the device in three times this time. Fewer than three crew members cannot operate the device.

Catapult, Light: This is a smaller, lighter version of the heavy catapult (see that entry for how to operate it). Two crew members can load and prepare this device in 5 full rounds and aim (or reaim) in 5 minutes. One person can crew the engine, but it takes three times the time to aim and prepare.

Ballista: The ballista is essentially a very large crossbow. It makes attacks with a straight attack roll (1d20) with no modifications (no character base attack bonuses, ability modifiers, etc.) except for range. Loading and cocking a ballista is 3 full-round actions.

Ram: This heavy pole is suspended from a movable scaffold that allows the crew to swing it back and forth against construction. Make an unmodified attack roll against the AC of the construction, with failed attempts dealing no significant damage. The ram can be used to make an attack every 3 rounds if fully crewed. With five to nine people, it can be used every 6 rounds. Fewer than five people cannot operate it.

Siege Tower: This is a large wooden tower on wheels or rollers that can be rolled up against a wall to allow attackers to scale the tower and thus to get to the top of the wall with cover. The wooden walls are usually 1 foot thick.

GOODS AND SERVICES

Weights for all the items listed on Table: Goods and Services are their filled weights (except where otherwise designated).

Table: Goods and Services

Adventuring Gear
Item                           Cost    Weight
----                           ----    ------
Acid (flask)                   10 gp   *
Alchemist’s fire (flask)       20 gp   *
Antitoxin (vial)               50 gp   *
Backpack (empty)               2 gp    2 lb.
Barrel (empty)                 2 gp    30 lb.
Basket (empty)                 4 sp    1 lb.
Bedroll                        1 sp    5 lb.
Bell                           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                          3 cp    *
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, masterwork           50 gp   2 lb.
Mirror, small steel            10 gp   1/2 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                   1 gp    3 lb.
Ram, portable                  10 gp   20 lb.
Rations, trail(per day)        5 sp    1 lb.
Rope, hemp (50 ft.)            1 gp    10 lb.
Rope, silk (50 ft.)            10 gp   5 lb.
Sack (empty)                   1 sp    1/2 lb.
Sealing wax                    1 gp    1 lb.
Sewing needle                  5 sp    *
Signal whistle                 8 sp    **
Signet ring‡                   5 gp    *
Sledge                         1 gp    10 lb.
Soap (per lb.)                 5 sp    1 lb.
Spade or shovel                2 gp    8 lb.
Spyglass                       1000gp  1 lb.
Tent                           10 gp   20 lb.
Torch                          1 cp    1 lb.
Vial, ink or potion            1 gp    *
Waterskin                      1 gp    4 lb.
Whetstone                      2 cp    1 lb.
 
Containers and Carriers
Dry Goods
Item                   Cost    Weight  Holds or Carries
----                   ----    ------  ----------------
Backpack               2 gp    2 lb.   1 cu. ft.
Barrel                 2 gp    30 lb.  10 cu. ft.
Basket                 4 sp    1 lb.   2 cu ft.
Bucket                 5 sp    2 lb.   1 cu. ft.
Chest                  2 gp    25 lb.  2 cu. ft.
Pouch, belt            1 gp    1/2 lb. 1/5 cu. ft.
Sack                   1 sp    1/2 lb. 1 cu. ft.
Saddlebags             4 gp    8 lb.   5 cu. ft.
Spell component pouch  5 gp    1/4 lb. 1/8 cu. ft.
 
Liquids
Item                   Cost    Weight  Holds or Carries
----                   ----    ------  ----------------
Bottle, wine, glass    2 gp    *       1 1/2 pint
Flask                  3 cp    *       1 pint
Jug, clay              3 cp    1 lb.   1 gallon
Mug/tankard, clay      2 cp    *       1 pint
Pitcher, clay          2 cp    1 lb.   1/2 gallon
Pot, iron              5 sp    2 lb.   1 gallon
Vial,ink or potion     1 gp    *       1 ounce
Waterskin              1 gp    *       1/2 gallon

*No weight worth noting.

Adventuring Gear

Acid: Throw a flask of acid as a grenadelike weapon.

Alchemist's Fire: Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.

On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.

Antitoxin: After drinking antitoxin, a character gets a +5 alchemical bonus on all Fortitude saving throws against poison for 1 hour.

Caltrops: Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. Scatter them on the ground in the hope that enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table: Goods and Services) 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), the creature may step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonus do not count. (Deflection averts blows as they approach, but it does not prevent a character from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed at 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 1 day, until the creature is successfully treated with the Heal skill (DC 15), 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.

The DM judges the effectiveness of caltrops against unusual opponents.

Candle: A candle clearly illuminates a 5-foot radius and burns for 1 hour.

Chain: Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).

Flask: A ceramic, glass, or metal container fitted with a tight stopper. It holds 1 pint of liquid.

Flint and Steel: Striking the steel and flint together creates sparks. By knocking sparks into tinder, a character can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Ink: This is black ink. Ink in other colors costs twice as much.

Jug, Clay: A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates things in a 15-foot radius and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch, but, unlike a lantern, it uses an open flame and it can spill easily, making it too dangerous for most adventuring. A lamp can be carried in one hand.

Lantern, Bullseye: A bullseye lantern has only a single shutter, with its other sides being highly polished inside to reflect the light in a single direction. It illuminates a cone 60 feet long and 20 feet wide at the end, and it burns for 6 hours on a pint of oil. A lantern can be carried in one hand.

Lantern, Hooded: A hooded lantern is a standard lantern with shuttered or hinged sides. A lantern can be carried in one hand. It clearly illuminates a 30-foot radius and burns for 6 hours on a pint of oil.

Lock: A lock is worked with a large, bulky key. The DC to open this kind of lock with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).

Manacles and Manacles, Masterwork: These manacles can bind a Medium-size creature. The manacled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have a hardness of 10 and 10 hit points. Most manacles have locks; add the cost of the lock to the cost of the manacles.

For the same price, one can buy manacles for Small creatures. For Large creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can only be held by specially made manacles.

Oil: A pint of oil burns for 6 hours in a lantern. Use a flask of oil as a grenadelike weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is only a 50% chance that the flask ignites successfully.

A pint of oil poured on the ground covers an area 5 feet square (provided the surface is smooth). If lit, the oil burns for 2 rounds and deals 1d3 points of damage to each creature in the area.

Piton: When a wall doesn't offer handholds and footholds, a climber can make his or her own. A piton is a steel spike with an eye through which a rope can be looped.

Ram, Portable: This iron-shod wooden beam is the perfect tool for battering down doors. Not only does it provide a +2 circumstance bonus on a Strength check to break open a door, but it allows a second person to help without having to roll, adding another +2 to the check.

Rope, Hemp: This rope has 2 hit points and can be burst with a successful Strength check (DC 23).

Rope, Silk: This rope has 4 hit points and can be burst with a successful Strength check (DC 24). It is so supple that it adds a +2 circumstance bonus to Use Rope checks.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Tent: This simple tent sleeps two.

Torch: A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.

Vial: A ceramic, glass, or metal vial fitted with a tight stopper. The stoppered container usually is no more than 1 inch wide and 3 inches high. It holds 1 ounce of liquid.

Spells for Hire
Spells                         Cost
------                         ----
Spells
0-level                        Caster level X 5 gp
1st-level                      Caster level X 10 gp
2nd-level                      Caster level X 20 gp
3rd-level                      Caster level X 30 gp
4th-level                      Caster level X 40 gp
5th-level                      Caster level X 50 gp
6th-level                      Caster level X 60 gp
7th-level                      Caster level X 70 gp
8th-level                      Caster level X 80 gp
9th-level                      Caster level X 90 gp

Spell: This is how much it costs to get a spellcaster to cast a spell for hire. This cost assumes that a character can go to the spellcaster and have the spell cast at her convenience.

The cost listed 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 the component to the cost of the spell. If the spell requires a focus component (other than a divine focus), add 1/10 the cost of the focus to the cost of the spell. If the spell requires an XP cost, add 5 gp per XP lost.

Class Tools and Skill Kits
Item                           Cost    Weight
----                           ----    ------
Alchemist's lab                500 gp  40 lb.
Artisan's tools                5 gp    5 lb.
Artisan's tools, masterwork    55 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  *
Tool, masterwork               +50 gp  *
Musical instrument, common     5 gp    3 lb.
Musical instrument, masterwork 100 gp  3 lb.
Scale, merchant's              2 gp    1 lb.
Spell component pouch          5 gp    3 lb.
Spellbook, wizard's (blank)    15 gp   3 lb.
Thieves' tools                 30 gp   1 lb.
Thieves' tools, masterwork     100 gp  2 lb.
Water clock                    1000gp  200 lb.

Alchemist's Lab: This includes beakers, bottles, mixing and measuring equipment and a miscellany of chemicals and substances. This is the perfect tool for the job and so adds a +2 circumstance bonus to Alchemy checks, but it has no bearing on the costs related to the Alchemy skill. Without this lab, a character with the Alchemy skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Artisan's Tools: This is the set of special tools needed for any craft. Without these tools, a character has to use improvised tools (-2 penalty on the Craft check) if the job can be done at all.

Artisan's Tools, Masterwork: As artisan's tools, but these are the perfect tools for the job, so the character gets a +2 circumstance bonus on the Craft check.

Climber's Kit: Special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and provides a +2 circumstance bonus to Climb checks.

Disguise Kit: A bag containing cosmetics, hair dye, and small physical props. This is the perfect tool for disguise and adds a +2 circumstance bonus to Disguise checks. It's exhausted after ten uses.

Healer's Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It's exhausted after ten uses.

Holly and Mistletoe: Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Holly and mistletoe plants are easily found in wooded areas by druids, and sprigs from them are harvested essentially for free.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any particular religion.

A silver holy symbol works no better than a wooden one, but it serves as a mark of status for the wielder.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.

Magnifying Glass: This simple lens allows a closer look at small objects. It is useful as a substitute for flint, steel, and tinder when starting fires (though it takes light as bright as direct sunlight to focus, tinder to light, and at least a full-round action to light a fire with a magnifying glass). It grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.

Musical Instrument, Common or Masterwork: Popular instruments include fifes, recorders, lutes, mandolins, and shalms. A masterwork instrument is of superior make. It adds a +2 circumstance bonus to Perform checks and serves as a mark of
status.

Scale, Merchant's: This scale includes a small balance and pans and a suitable assortment of weights. A scale grants a +2 circumstance bonus to Appraise checks involving items that are valued by weight, including anything made of precious metals.

Spell Component Pouch: A small, watertight leather belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses she needs except those that have a listed cost, divine focuses, or focuses that wouldn’t fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying).

Spellbook, Wizard’s (Blank): A large, leatherbound book that serves as a wizard’s reference. A spellbook has 100 pages of parchment, and each spell takes up two pages per level (one page for 0-level spells).

Thieves' Tools: These are the tools needed to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, a character will have to improvise tools, and suffer a -2 circumstance penalty on Disable Device and Open Locks checks.

Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, granting a +2 circumstance bonus on Disable Device and Open Lock checks.

Tool, Masterwork: This well-made item is the perfect tool for the job and adds a +2 circumstance bonus to 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. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time, and there's little point in knowing that it is 2:30 P.M. if nobody else does.

Clothing

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: A shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. This outfit may include a belt or a leather or cloth apron for carrying tools.

Cleric's Vestments: Ecclesiastical clothes for performing priestly functions, not for adventuring.

Cold Weather Outfit: A wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. When wearing a cold weather outfit, add a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather.

Courtier's Outfit: 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. Without jewelry (costing perhaps an additional 50 gp), the character will look like an out-of-place commoner.

Entertainer's Outfit: A set of flashy, perhaps even gaudy, clothes for entertaining. While the outfit looks whimsical, its practical design lets a character 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 instead over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items a character 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. Though it looks casual, the outfit is designed to give a character maximum mobility, and it's made of high-quality fabric. A monk can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Depending on the monk's style, the outfit may be decorated with designs that indicate lineage or philosophical outlook.

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, or at least appearing to be worth that much). And it would be advisable to not show up to a ball in the same noble's outfit twice.

Peasant's Outfit: A loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Royal Outfit: This is just the clothes, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar's Outfit: A robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler's Outfit: Boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Food, Drink, and Lodging

Item                           Cost    Weight
----                           ----    ------
Ale
        Gallon                 2 sp    8 lb.
        Mug                    4 cp    1 lb.
Banquet (per person)           10 gp   -
Bread, per loaf                2 cp    1/2 lb.
Cheese, hunk of                1 sp    1/2 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    1/2 lb.
Rations, trail(per day)        5 sp    1 lb.
Wine
        Common (pitcher)       2 sp    6 lb.
        Fine (bottle)          10 gp   1 1/2 lb.

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a blanket. Common accommodations are a place on a raised, heated floor, the use of a blanket and a pillow, and the presence of a higher class of company. Good accommodations are 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 (easy on the chicken), carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

Mounts and Related Gear

Item                           Cost    Weight
----                           ----    ------
Barding Medium-size creature   X2      X1
Large creature                 X4      X2
Bit and bridle                 2 gp    1 lb.
Cart                           15 gp   200 lb.
Dog, riding                    150 gp  -
Donkey or mule                 8 gp    -
Feed (per day)                 5 cp    10 lb.
Horse, heavy                   200 gp  -
Horse, light                   75 gp   -
Pony                           30 gp   -
Warhorse, heavy                400 gp  -
Warhorse, light                150 gp  -
Warpony                        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.
Sled                           20 gp   300 lb.
Stabling (per day)             5 sp    -
Wagon                          35 gp   400 lb.

*No weight worth noting.
**Ten of these items together weigh 1 pound.

Hauling Vehicles

Item    Cost    Weight  Holds or Carries
----    ----    ------  ----------------
Cart    15 gp   200 lb. 1/2 ton
Sled    20 gp   300 lb. 1 ton
Wagon   35 gp   400 lb. 2 tons

Barding, Medium-Size Creature and Large Creature: Barding is simply some type of armor covering the head, neck, chest, body, and possibly legs of a horse. Heavier types provide better protection at the expense of lower speed. Barding comes in most of the types found on Table: Armor. As with any nonhumanoid Large creature, a horse's armor costs four times what a human's (a humanoid Medium-size creature's) armor costs and also weighs twice as much as the armor found on Table: Armor. (If the barding is for a pony, which is Medium-size, the cost is only double, and the weight is the same.)

Medium or heavy barding slows mounts:

Barding (40 ft.)       (50 ft.)       (60 ft.)
------- --------       --------       --------
Medium  30 ft.         35 ft.         40 ft.
Heavy   30 ft.*        35 ft.*        40 ft.*

*A mount wearing heavy armor moves at only triple normal rate when running instead of quadruple.

Flying mounts can't fly in medium or heavy barding.

Barded animals require special attention. Care must be taken to prevent chafing and sores caused by the armor. The armor must be removed at night and ideally should not be put on the mount except to prepare for a battle. Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. Barded animals cannot be used to carry any load other than the rider and normal saddlebags. Because of this, a mounted warrior often leads a second mount for carrying gear and supplies.

Cart: A two-wheeled vehicle drawn by a single horse (or other beast of burden). It comes with a harness.

Dog, Riding: This Medium-size dog is specially trained to carry a Small humanoid rider (and not a dwarf). It is brave in combat like a warhorse. No damage is taken when falling from a riding dog.

Donkey or Mule: The best pack animal around, a donkey or mule is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they're 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 (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. Riding dogs must be fed some meat, which may cost more or less than the given amount.

Saddle, Exotic: An exotic saddle is like a normal saddle of the same type except that it is designed for an unusual mount, such as a pegasus. Exotic saddles come in military, pack, and riding styles.

Saddle, Military: A military saddle braces the rider, adding a +2 circumstance bonus to Ride checks related to staying in the saddle. If a character is knocked unconscious while in a military saddle, he or she has a 75% chance to stay in the saddle (compared to 50% for a riding saddle).

Saddle, Pack: A pack saddle holds gear and supplies, not a rider. A pack saddle holds as much gear as the mount can carry.

Saddle, Riding: The standard riding saddle supports a rider.

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. It comes with the harness needed to pull it.

Stabling: Includes a stable, feed, and grooming.

Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.

Ships
Item                   Cost
----                   ----
Rowboat                50 gp
Oar                    2 gp
Galley                 30,000 gp
Longship               10,000 gp
Keelboat               3,000 gp
Sailing ship           10,000 gp
Warship                25,000 gp
Transportation
Item                   Cost
----                   ----
Ship's passage         1 sp per mile
Coach cab              3 cp per mile
Messenger              2 cp per mile
Teleportation          Varies*
Road or gate toll      1 cp
Buildings
Item                   Cost
----                   ----
Simple house           1,000 gp
Grand house            5,000 gp
Mansion                100,000 gp
Tower                  50,000 gp
Keep                   150,000 gp
Castle                 500,000 gp
Huge castle            1,000,000 gp
Moat with bridge       50,000 gp

Rowboat: An 8- to 12-foot-long boat for two or three people. It moves about 1 1/2 miles per hour.

Galley: A three-masted ship with seventy oars on either side and a total crew of two hundred. This ship is 130 feet long and 20 feet wide, and it can carry up to 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.

Longship: A 75-foot-long ship with forty oars and a total crew of fifty. It has a single mast and a square sail. It can carry fifty tons of cargo or one hundred twenty soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.

Keelboat: A 50- to 75-foot-long ship that 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 forty to fifty tons of cargo or one hundred soldiers. It can make sea voyages as well as sail down rivers. (It has a flat bottom.) It moves about 1 mile per hour.

Sailing Ship: This larger, more seaworthy version of the coaster (a kind of sailing ship) is 75 to 90 feet long and 20 feet wide. It has a crew of twenty. It can carry cargo up to 150 tons. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.

Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of sixty to eighty rowers. This ship can carry up to 160 soldiers, but not for long distances, since there isn't room for supplies for that many. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2 1/2 miles per hour when rowed or under sail.

Ship's Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo.

Coach Cab: The price listed 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 cp usually takes a character anywhere they need to go.

Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway (a crew member on a ship, for example) may ask for half the listed amount.

Teleportation: The cost to be teleported is based on caster level, although the customer will have to pay double because the caster will need to teleport herself back. Further, some casters will charge as much as double to teleport into a dangerous area.

Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and its upkeep. Occasionally, large, walled cities charge a toll to enter or exit the city (sometimes just to enter the city).

Simple House: This one- to three-room house is made of wood and has a thatched roof.

Grand House: This four- to ten-room room grand house is made of wood and has a thatched roof.

Mansion: This ten- to twenty-room mansion has two to three levels and is made of wood and brick. It has a slate roof.

Tower: This round or square, three-level tower is made of stone.

Keep: This fortified stone building has fifteen to twenty-five rooms.

Castle: The castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.

Huge Castle: A particularly large keep with numerous associated buildings (stables, forge, granaries, etc.) and an elaborate 20-foot-high wall creating bailey and courtyard areas. The wall has six towers and is 10 feet thick.

Moat with Bridge: This moat is 15 feet deep and 30 feet wide. The bridge across it may be a wooden drawbridge or a permanent stone structure.