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<blockquote data-quote="the Jester" data-source="post: 5507993" data-attributes="member: 1210"><p><strong><span style="font-size: 15px"><u>EQUIPMENT</u></span></strong></p><p></p><p><strong><span style="font-size: 12px">MONEY</span></strong></p><p>Different places sometimes have different currencies or valuations. However, the 'standard' economy in Jazz Edition uses the following coins and exchange rates:</p><p> </p><p>100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece = 1/5 Platinum Piece.</p><p> </p><p>One gold piece is defined as enough money to feed a peasant for one year. This assumes that the peasant is providing much of his own food, but one gold piece will cover the rest. When you look at the price of a weapon, bear in mind this economic fact and realize just how rich you are.</p><p></p><p><span style="font-size: 12px"><strong>STARTING EQUIPMENT</strong></span></p><p>You start with 3d6 x 10 gold pieces. Once you roll your starting money, you should spend most of it. No pc should enter play with more than 20 gp in cash. Available gear is broken down into categories: Armor & Shields, Weapons, Clothing, Mounts & Animals and Miscellanious.</p><p></p><p><u><span style="font-size: 12px"><strong>ARMOR & SHIELDS</strong></span></u></p><p>Armor and shield are the basic protective gear that one needs in battle. When a creature wears armor it is not proficient in, it takes a -2 penalty to speed, defenses and attacks. When a creature uses a shield it is not proficient in, it takes a -1 penalty to Reflex, initiative and defenses. When a creature wears a helm that it is not proficient in, it takes a -1 penalty to speed, initiative and skill checks. </p><p> </p><p><strong>NOTE:</strong> If you do not wear armor, you gain a +1 bonus to AC if you Dexterity is 13 or higher and a +2 bonus to AC if your Dexterity is 16 or higher.</p><p></p><p><strong><u>Protection Type --- Bonuses/Notes --- Cost </u></strong></p><p>Leather armor --- +1 AC (+2 with Dex 12; +3 with Dex 16) --- 5 gp</p><p>Studded leather --- +2 AC (+3 with Dex 14; +4 with Dex 18) --- 25 gp</p><p>Chain mail --- +3 AC (+4 with Dex 17); -5' speed --- 50 gp</p><p>Scale armor --- +4 AC; -1 speed --- 75 gp</p><p>Banded mail --- +5 AC; +1 Fortitude; -5' speed --- 150 gp</p><p>Plate mail --- +6 AC; +2 Fortitude; -5' speed --- 600 gp</p><p>Full plate --- +7 AC; +2 Fortitude; -5' speed --- 5,000 gp</p><p></p><p>Light shield --- +1 AC; +1 Reflex --- 5 gp</p><p>Heavy shield --- +2 AC; +2 Reflex --- 20 gp</p><p></p><p>Cap --- +1 AC --- 5 gp</p><p>Helm --- +1 AC; -1 crit severity --- 12 gp</p><p>Great helm --- +2 AC; -1d3 crit severity --- 35 gp</p><p></p><p><span style="font-size: 12px"><strong><u>WEAPONS</u></strong></span></p><p>Wielding a weapon that one is not proficient in incurs no penalty per se; however, the wielder must be proficient in order to gain the weapon's proficiency bonus. Weapons are divided into broad categories based on their function. These categories overlap and many weapons are members of multiple categories; they include Axes, Bows, Crossbows, Chain Weapons, Clubs, Hammers, Heavy Blades, Heavy Thrown Weapons, Light Blades, Light Thrown Weapons, Pole Arms, Slings and Spears. Each weapon's damage is noted as B, P and/or S; these represent bludgeoning, piercing and slashing damage types. Weapons with multiple types listed can deal any of those types, but the default is the first one listed. Finally, many weapons have special characteristics, which are noted below. A non-proficient wielder cannot benefit from any of these characteristics except for reach.</p><p></p><p></p><p><strong><u>Weapon Type --- Prof --- Damage/Crit --- Notes --- Categories --- Cost</u></strong> </p><p>Awl pike* --- +1 --- 1d8/x3 P --- Reach 3, set --- Pole arm, spear --- 45 gp </p><p>Bastard sword** --- +2 --- 2d4/19-20 S/P --- None --- Hvy blade --- 30 gp</p><p>Battle axe** --- +2 --- 1d8/x3 S --- None --- Axe --- 18 gp </p><p>Broad sword --- +1 --- 1d8/19-20 S/P --- None --- Hvy blade --- 15 gp </p><p>Club --- +1 --- 1d4 B --- None --- Club --- Free</p><p>Dagger --- +3 --- 1d4/19-20 P/S --- Range 3 --- Lt blade, lt thrown --- 5 gp </p><p>Dagger, silver --- +3 --- 1d4/19-20 P/S --- Range 3 --- Lt blade, lt thrown --- 50 gp</p><p>Dart --- +3 --- 1d3 P --- Range 3 --- Lt thrown --- 2 gp </p><p>Flail** --- +2 --- 1d8/x3 B --- Dangerous --- Chain --- 15 gp</p><p>Glaive* --- +1 --- 2d4/19-20 P/S --- Reach 2, set --- Hvy blade, pole arm --- 30 gp</p><p>Great axe* --- +1 --- 1d12/x3 S --- None --- Axe --- 60 gp</p><p>Great sword* --- +1 --- 1d10/19-20 S/P --- None --- Hvy blade --- 50 gp </p><p>Halberd* --- +1 --- 1d10/x3 S/P --- Reach 2 --- Axe, pole arm --- 40 gp </p><p>Hand axe --- +2 --- 1d6/x3 S --- None --- Axe --- 8 gp </p><p>Heavy crossbow* --- +1 --- 1d12/19-20 P --- Range 12; load full --- Crossbow --- 250 gp </p><p>Javelin --- +2 --- 1d6 P --- Range 4 --- Spear, hvy thrown --- 10 gp</p><p>Lance --- +2 --- 1d8 P --- Mounted, reach 2 --- Spear --- 40 gp</p><p>Light crossbow* --- +1 --- 1d8/19-20 P --- Range 8; load standard --- Crossbow --- 65 gp </p><p>Longbow* --- +2 --- 1d8/x3 P --- Range 10 --- Bow --- 100 gp</p><p>Longsword --- +2 --- 1d8/19-20 S/P --- None --- Hvy blade --- 20 gp</p><p>Mace** --- +1 --- 1d6 B --- None --- Club --- 7 gp </p><p>Maul* --- +1 --- 1d10 B --- None --- Hammer --- 30 gp</p><p>Quarterstaff --- +2 --- 1d6 B --- Defensive --- Club --- 10 gp</p><p>Ranseur* --- +1 --- 2d4 P/S --- Reach 2; tripping --- Pole arm, spear --- 30 gp</p><p>Scimitar --- +2 --- 1d6/18-20 S --- None --- Lt blade --- 40 gp</p><p>Shortbow* --- +3 --- 1d6/x3 P --- Range 6 --- Bow --- 30 gp</p><p>Short sword --- +2 --- 1d6/19-20 P/S --- None --- Lt blade --- 10 gp </p><p>Sling --- +2 --- 1d4 B --- Range 5; load minor --- Sling --- 4 gp</p><p>Spear** --- +2 --- 1d6/x3 P --- Reach 2, set --- Spear --- 12 gp</p><p>Throwing axe --- +1 --- 1d6 S --- Range 3 --- Axe, hvy thrown --- 12 gp </p><p>War hammer --- +2 --- 1d6 B --- Range 3 --- Hammer, hvy thrown --- 12 gp</p><p></p><p><strong><u>Ammunition --- Notes --- Cost</u></strong> </p><p>Arrow --- Ammunition for bows --- 1 sp</p><p>Arrow, silver --- Ammunition for bows --- 1 gp</p><p>Bolt --- Ammunition for crossbows --- 3 sp</p><p>Bolt, silver --- Ammunition for crossbows --- 3 gp</p><p>Stone --- Ammunition for slings --- Free</p><p>Bullet --- Ammunition for slings; gives +1 bonus to damage --- 5 cp </p><p>Bullet, silver --- Ammunition for slings; gives +1 bonus to damage --- 5 sp</p><p></p><p>*Requires two hands to use.</p><p>**You can wield this weapon in one or two hands.</p><p></p><p><em>Dangerous:</em> A non-proficient wielder fumbles on a 1-2.</p><p><em>Defensive:</em> You gain a +1 bonus to AC while wielding this weapon.</p><p><em>Mounted:</em> When you charge with this weapon and you are mounted, you gain a +4 bonus to damage. When you use this weapon and you are not mounted, you gain no proficiency bonus from it.</p><p><em>Range: </em>This indicates the weapon's range increment, in squares. A missile weapon can fire to a maximum of 10 range increments; thrown weapons can be hurled a maximum of 5 range increments. For every range increment beyond the first, the attack suffers a -1 penalty to hit.</p><p><em>Set:</em> When you spend a standard action to ready this weapon against a charging enemy and you hit, you deal double normal damage dice and gain a +1d6 bonus to crit severity.</p><p><em>Silver:</em> Certain monsters are vulnerable to silver weapons. A silver version of most weapons can be fashioned, costing about ten times the normal amount, but ony a few are commonly made. Others must be custom-made.</p><p><em>Tripping: </em>You get a +4 bonus on your opposed roll to trip an enemy with this weapon.</p><p></p><p><strong><u><span style="font-size: 12px">CLOTHING</span></u></strong></p><p>Clothing makes the man, or so some would have you believe. Each pc starts with three items of poor clothing for free; anything else must be purchased. True finery, such as would be found in the upper classes, typically must be custom-made.</p><p></p><p><strong><u>Clothing --- Cost</u></strong> </p><p>Beggar's shift --- 1 cp</p><p>Poor trousers --- 2 cp</p><p>Poor shirt --- 1 cp </p><p>Poor cloak --- 3 cp </p><p>Poor hat --- 1 cp </p><p>Poor sandals --- 4 cp </p><p>Merchant's coat --- 1 gp </p><p>Merchant's breeches --- 7 sp </p><p>Merchant's shoes. --- 1 gp </p><p>Merchant's hat --- 2 gp </p><p>Merchant's belt --- 3 sp </p><p>Traveler's tunic --- 5 sp</p><p>Traveler's trousers --- 5 sp</p><p>Traveler's boots --- 2 gp</p><p>Traveler's cloak (hooded) --- 8 sp</p><p>Traveler's jacket --- 1 gp</p><p>Traveler's belt --- 2 sp</p><p>Plain robes --- 5 sp</p><p>Fancy robes --- 20 gp</p><p>Workman's gloves --- 5 cp</p><p>Riding gloves --- 5 sp</p><p>Fancy gloves --- 5 gp</p><p></p><p><strong><u><span style="font-size: 12px">MOUNTS & ANIMALS </span></u></strong></p><p>Mounts and livestock are an important part of everyday life. While adventurers may have limited interest in buying livestock, it is quite possible that the only treasure they might find in a goblin outpost is a bunch of chickens and goats, so they may wish to sell them. Slaves are included on this list as they are legally considered “livestock” in most areas. Other, more exotic animals are sometimes available for sale on a case by case basis, including hippogriffs, griffons, pegasi, drakes, etc.</p><p><strong><u></u></strong></p><p><strong><u>Animal --- Notes --- Cost </u></strong> </p><p>Bodokod --- Large beetle used to haul wagons and other slow steady labor --- 60 gp </p><p>Cat --- None --- 1 sp</p><p>Chicken --- None --- ¼ cp</p><p>Cow --- None --- 80 gp</p><p>Dog --- None --- 4 gp</p><p>Dog (war) --- Trained for battle --- 25 gp</p><p>Garen --- Zebra-like mount --- 20 gp</p><p>Goat --- None --- 5 gp</p><p>Horse (draft) --- None --- 35 gp</p><p>Horse (riding) --- None --- 50 gp</p><p>Horse (war) --- Trained for battle --- 120 gp</p><p>Kocho --- Riding (flightless) bird; trained for battle --- 150 gp</p><p>Mule --- None --- 15 gp</p><p>Ox --- None --- 30 gp</p><p>Pig --- None --- 8 gp</p><p>Riding lizard --- None --- 40 gp</p><p>Shikkigar --- Gnomish war cats; only available in gnome communities --- 250 gp</p><p>Slave, adolescent --- Assumes healthy --- 100 gp</p><p>Slave, labor --- Assumes healthy --- 400 gp</p><p>Slave, pleasure --- Assumes healthy --- 500 gp</p><p>Slave, skilled --- Assumes healthy; price may be much higher, depending on skills --- 1,500 gp</p><p></p><p><strong><u><span style="font-size: 12px">MISCELLANIOUS</span></u></strong></p><p>This is a catch-all category that includes pretty much everything else. Included on this price list are some services, as well as various types of equipment. In all cases, the assumed quality of the item in question is poor to average. For a higher quality item, the cost will ratchet up quickly.</p><p> </p><p>A few items are listed with their cost as “*”. These items are expended by value (a typical example is ritual components).</p><p></p><p><strong><u>Item or Service --- Notes --- Cost</u></strong> </p><p>Ale, cask --- Good quality may increase price 500% --- 2 gp</p><p>Ale, cup --- Good quality may increase price 500% --- 1 cp</p><p>Ale, skin --- Good quality may increase price 500% --- 4 cp</p><p>Backpack --- None --- 5 sp</p><p>Barrister --- Lawyer/advocate --- 5 gp/day</p><p>Belt pouch --- None --- 3 cp</p><p>Crier --- Yell messages on street corner or in market --- 3 cp/day</p><p>Flint & steel --- Fire starting kit --- 5 sp</p><p>Grappling hook --- Gives +2 bonus to climb --- 3 gp</p><p>Holy symbol, wood --- Needed for prayers --- 5 cp</p><p>Holy symbol, iron --- Needed for 2nd valence prayers --- 1 gp</p><p>Holy symbol, silver --- Needed for 4th valence prayers --- 25 gp</p><p>Holy water --- Lt thrown; range 2; deals 0 radiant damage --- 20 gp</p><p>Incense --- None --- 1 cp/hour</p><p>Ink and quill --- None --- 10 gp</p><p>Lantern, hooded --- Bright light in a burst 6; dim light for 3 more squares --- 5 gp</p><p>Lantern, bullseye --- Bright light in a blast 6; dim light for 1 more square --- 3 gp</p><p>Maid --- Household service --- 7 cp/day</p><p>Man-at-arms --- Untrained; you must provide gear --- 1 gp/day</p><p>Manservant --- Basic personal attendant --- 5 sp/day</p><p>Meal at an inn --- Good quality may increase price 1000% --- 4 cp</p><p>Mirror, hand --- None --- 20 gp</p><p>Oil, alchemist's fire --- Dangerous, range 2; 1d6 fire + ongoing 2 fire (save ends on a 10+; adjacent enemies take 2 fire) --- 5 gp</p><p>Oil, lamp --- Burns for 2 hours --- 2 sp</p><p>Parchment (blank) --- None --- 1 gp</p><p>Pole (10') --- None --- 1 cp</p><p>Porter --- Servant to carry gear --- 3 sp/day</p><p>Rations, iron --- Preserved; will not spoil easily --- 4 sp/day</p><p>Rations, standard --- Unpreserved --- 1 sp/day</p><p>Ritual components --- Needed by clerics & wizards for many things --- *</p><p>Room (common) --- Sleep in common room with everyone else --- 1 cp/night</p><p>Room (poor) --- Shared with many strangers --- </p><p>Room (average) --- Shared with a few, likely strangers --- 8 cp/night</p><p>Room (good) --- Shared with a few friends; own room triples price --- 5 sp/night</p><p>Room (fine) --- Shared with friends or attendants; private bed --- 5 gp/night</p><p>Room (rich) --- Includes beck-and-call service; suite of rooms --- 35 gp/night</p><p>Rope (50') --- None --- 1 sp</p><p>Sack (large) --- None --- 3 cp</p><p>Sack (small) --- None --- 1 cp</p><p>Thieves' tools --- For picking locks & disabling traps --- 20 gp</p><p>Torch --- Dim light in a burst 4; lasts 2 hours --- 1 cp</p><p>Waterskin --- None --- 2 cp</p><p>Wine, bottle --- Good quality may increase price 2000% --- 3 sp</p><p>Wine, cask --- Good quality may increase price 2000% --- 8 gp</p><p>Wine, cup --- Good quality may increase price 2000% --- 3 cp </p><p>Wine, skin --- Good quality may increase price 2000% --- 2 sp</p></blockquote><p></p>
[QUOTE="the Jester, post: 5507993, member: 1210"] [B][SIZE="4"][U]EQUIPMENT[/U][/SIZE][/B] [B][SIZE="3"]MONEY[/SIZE][/B] Different places sometimes have different currencies or valuations. However, the 'standard' economy in Jazz Edition uses the following coins and exchange rates: 100 Copper Pieces = 10 Silver Pieces = 2 Electrum Pieces = 1 Gold Piece = 1/5 Platinum Piece. One gold piece is defined as enough money to feed a peasant for one year. This assumes that the peasant is providing much of his own food, but one gold piece will cover the rest. When you look at the price of a weapon, bear in mind this economic fact and realize just how rich you are. [SIZE="3"][B]STARTING EQUIPMENT[/B][/SIZE] You start with 3d6 x 10 gold pieces. Once you roll your starting money, you should spend most of it. No pc should enter play with more than 20 gp in cash. Available gear is broken down into categories: Armor & Shields, Weapons, Clothing, Mounts & Animals and Miscellanious. [U][SIZE="3"][B]ARMOR & SHIELDS[/B][/SIZE][/U] Armor and shield are the basic protective gear that one needs in battle. When a creature wears armor it is not proficient in, it takes a -2 penalty to speed, defenses and attacks. When a creature uses a shield it is not proficient in, it takes a -1 penalty to Reflex, initiative and defenses. When a creature wears a helm that it is not proficient in, it takes a -1 penalty to speed, initiative and skill checks. [B]NOTE:[/B] If you do not wear armor, you gain a +1 bonus to AC if you Dexterity is 13 or higher and a +2 bonus to AC if your Dexterity is 16 or higher. [B][U]Protection Type --- Bonuses/Notes --- Cost [/U][/B] Leather armor --- +1 AC (+2 with Dex 12; +3 with Dex 16) --- 5 gp Studded leather --- +2 AC (+3 with Dex 14; +4 with Dex 18) --- 25 gp Chain mail --- +3 AC (+4 with Dex 17); -5' speed --- 50 gp Scale armor --- +4 AC; -1 speed --- 75 gp Banded mail --- +5 AC; +1 Fortitude; -5' speed --- 150 gp Plate mail --- +6 AC; +2 Fortitude; -5' speed --- 600 gp Full plate --- +7 AC; +2 Fortitude; -5' speed --- 5,000 gp Light shield --- +1 AC; +1 Reflex --- 5 gp Heavy shield --- +2 AC; +2 Reflex --- 20 gp Cap --- +1 AC --- 5 gp Helm --- +1 AC; -1 crit severity --- 12 gp Great helm --- +2 AC; -1d3 crit severity --- 35 gp [SIZE="3"][B][U]WEAPONS[/U][/B][/SIZE] Wielding a weapon that one is not proficient in incurs no penalty per se; however, the wielder must be proficient in order to gain the weapon's proficiency bonus. Weapons are divided into broad categories based on their function. These categories overlap and many weapons are members of multiple categories; they include Axes, Bows, Crossbows, Chain Weapons, Clubs, Hammers, Heavy Blades, Heavy Thrown Weapons, Light Blades, Light Thrown Weapons, Pole Arms, Slings and Spears. Each weapon's damage is noted as B, P and/or S; these represent bludgeoning, piercing and slashing damage types. Weapons with multiple types listed can deal any of those types, but the default is the first one listed. Finally, many weapons have special characteristics, which are noted below. A non-proficient wielder cannot benefit from any of these characteristics except for reach. [B][U]Weapon Type --- Prof --- Damage/Crit --- Notes --- Categories --- Cost[/U][/B] Awl pike* --- +1 --- 1d8/x3 P --- Reach 3, set --- Pole arm, spear --- 45 gp Bastard sword** --- +2 --- 2d4/19-20 S/P --- None --- Hvy blade --- 30 gp Battle axe** --- +2 --- 1d8/x3 S --- None --- Axe --- 18 gp Broad sword --- +1 --- 1d8/19-20 S/P --- None --- Hvy blade --- 15 gp Club --- +1 --- 1d4 B --- None --- Club --- Free Dagger --- +3 --- 1d4/19-20 P/S --- Range 3 --- Lt blade, lt thrown --- 5 gp Dagger, silver --- +3 --- 1d4/19-20 P/S --- Range 3 --- Lt blade, lt thrown --- 50 gp Dart --- +3 --- 1d3 P --- Range 3 --- Lt thrown --- 2 gp Flail** --- +2 --- 1d8/x3 B --- Dangerous --- Chain --- 15 gp Glaive* --- +1 --- 2d4/19-20 P/S --- Reach 2, set --- Hvy blade, pole arm --- 30 gp Great axe* --- +1 --- 1d12/x3 S --- None --- Axe --- 60 gp Great sword* --- +1 --- 1d10/19-20 S/P --- None --- Hvy blade --- 50 gp Halberd* --- +1 --- 1d10/x3 S/P --- Reach 2 --- Axe, pole arm --- 40 gp Hand axe --- +2 --- 1d6/x3 S --- None --- Axe --- 8 gp Heavy crossbow* --- +1 --- 1d12/19-20 P --- Range 12; load full --- Crossbow --- 250 gp Javelin --- +2 --- 1d6 P --- Range 4 --- Spear, hvy thrown --- 10 gp Lance --- +2 --- 1d8 P --- Mounted, reach 2 --- Spear --- 40 gp Light crossbow* --- +1 --- 1d8/19-20 P --- Range 8; load standard --- Crossbow --- 65 gp Longbow* --- +2 --- 1d8/x3 P --- Range 10 --- Bow --- 100 gp Longsword --- +2 --- 1d8/19-20 S/P --- None --- Hvy blade --- 20 gp Mace** --- +1 --- 1d6 B --- None --- Club --- 7 gp Maul* --- +1 --- 1d10 B --- None --- Hammer --- 30 gp Quarterstaff --- +2 --- 1d6 B --- Defensive --- Club --- 10 gp Ranseur* --- +1 --- 2d4 P/S --- Reach 2; tripping --- Pole arm, spear --- 30 gp Scimitar --- +2 --- 1d6/18-20 S --- None --- Lt blade --- 40 gp Shortbow* --- +3 --- 1d6/x3 P --- Range 6 --- Bow --- 30 gp Short sword --- +2 --- 1d6/19-20 P/S --- None --- Lt blade --- 10 gp Sling --- +2 --- 1d4 B --- Range 5; load minor --- Sling --- 4 gp Spear** --- +2 --- 1d6/x3 P --- Reach 2, set --- Spear --- 12 gp Throwing axe --- +1 --- 1d6 S --- Range 3 --- Axe, hvy thrown --- 12 gp War hammer --- +2 --- 1d6 B --- Range 3 --- Hammer, hvy thrown --- 12 gp [B][U]Ammunition --- Notes --- Cost[/U][/B] Arrow --- Ammunition for bows --- 1 sp Arrow, silver --- Ammunition for bows --- 1 gp Bolt --- Ammunition for crossbows --- 3 sp Bolt, silver --- Ammunition for crossbows --- 3 gp Stone --- Ammunition for slings --- Free Bullet --- Ammunition for slings; gives +1 bonus to damage --- 5 cp Bullet, silver --- Ammunition for slings; gives +1 bonus to damage --- 5 sp *Requires two hands to use. **You can wield this weapon in one or two hands. [I]Dangerous:[/I] A non-proficient wielder fumbles on a 1-2. [I]Defensive:[/I] You gain a +1 bonus to AC while wielding this weapon. [I]Mounted:[/I] When you charge with this weapon and you are mounted, you gain a +4 bonus to damage. When you use this weapon and you are not mounted, you gain no proficiency bonus from it. [I]Range: [/I]This indicates the weapon's range increment, in squares. A missile weapon can fire to a maximum of 10 range increments; thrown weapons can be hurled a maximum of 5 range increments. For every range increment beyond the first, the attack suffers a -1 penalty to hit. [I]Set:[/I] When you spend a standard action to ready this weapon against a charging enemy and you hit, you deal double normal damage dice and gain a +1d6 bonus to crit severity. [I]Silver:[/I] Certain monsters are vulnerable to silver weapons. A silver version of most weapons can be fashioned, costing about ten times the normal amount, but ony a few are commonly made. Others must be custom-made. [I]Tripping: [/I]You get a +4 bonus on your opposed roll to trip an enemy with this weapon. [B][U][SIZE="3"]CLOTHING[/SIZE][/U][/B] Clothing makes the man, or so some would have you believe. Each pc starts with three items of poor clothing for free; anything else must be purchased. True finery, such as would be found in the upper classes, typically must be custom-made. [B][U]Clothing --- Cost[/U][/B] Beggar's shift --- 1 cp Poor trousers --- 2 cp Poor shirt --- 1 cp Poor cloak --- 3 cp Poor hat --- 1 cp Poor sandals --- 4 cp Merchant's coat --- 1 gp Merchant's breeches --- 7 sp Merchant's shoes. --- 1 gp Merchant's hat --- 2 gp Merchant's belt --- 3 sp Traveler's tunic --- 5 sp Traveler's trousers --- 5 sp Traveler's boots --- 2 gp Traveler's cloak (hooded) --- 8 sp Traveler's jacket --- 1 gp Traveler's belt --- 2 sp Plain robes --- 5 sp Fancy robes --- 20 gp Workman's gloves --- 5 cp Riding gloves --- 5 sp Fancy gloves --- 5 gp [B][U][SIZE="3"]MOUNTS & ANIMALS [/SIZE][/U][/B] Mounts and livestock are an important part of everyday life. While adventurers may have limited interest in buying livestock, it is quite possible that the only treasure they might find in a goblin outpost is a bunch of chickens and goats, so they may wish to sell them. Slaves are included on this list as they are legally considered “livestock” in most areas. Other, more exotic animals are sometimes available for sale on a case by case basis, including hippogriffs, griffons, pegasi, drakes, etc. [B][U] Animal --- Notes --- Cost [/U][/B] Bodokod --- Large beetle used to haul wagons and other slow steady labor --- 60 gp Cat --- None --- 1 sp Chicken --- None --- ¼ cp Cow --- None --- 80 gp Dog --- None --- 4 gp Dog (war) --- Trained for battle --- 25 gp Garen --- Zebra-like mount --- 20 gp Goat --- None --- 5 gp Horse (draft) --- None --- 35 gp Horse (riding) --- None --- 50 gp Horse (war) --- Trained for battle --- 120 gp Kocho --- Riding (flightless) bird; trained for battle --- 150 gp Mule --- None --- 15 gp Ox --- None --- 30 gp Pig --- None --- 8 gp Riding lizard --- None --- 40 gp Shikkigar --- Gnomish war cats; only available in gnome communities --- 250 gp Slave, adolescent --- Assumes healthy --- 100 gp Slave, labor --- Assumes healthy --- 400 gp Slave, pleasure --- Assumes healthy --- 500 gp Slave, skilled --- Assumes healthy; price may be much higher, depending on skills --- 1,500 gp [B][U][SIZE="3"]MISCELLANIOUS[/SIZE][/U][/B] This is a catch-all category that includes pretty much everything else. Included on this price list are some services, as well as various types of equipment. In all cases, the assumed quality of the item in question is poor to average. For a higher quality item, the cost will ratchet up quickly. A few items are listed with their cost as “*”. These items are expended by value (a typical example is ritual components). [B][U]Item or Service --- Notes --- Cost[/U][/B] Ale, cask --- Good quality may increase price 500% --- 2 gp Ale, cup --- Good quality may increase price 500% --- 1 cp Ale, skin --- Good quality may increase price 500% --- 4 cp Backpack --- None --- 5 sp Barrister --- Lawyer/advocate --- 5 gp/day Belt pouch --- None --- 3 cp Crier --- Yell messages on street corner or in market --- 3 cp/day Flint & steel --- Fire starting kit --- 5 sp Grappling hook --- Gives +2 bonus to climb --- 3 gp Holy symbol, wood --- Needed for prayers --- 5 cp Holy symbol, iron --- Needed for 2nd valence prayers --- 1 gp Holy symbol, silver --- Needed for 4th valence prayers --- 25 gp Holy water --- Lt thrown; range 2; deals 0 radiant damage --- 20 gp Incense --- None --- 1 cp/hour Ink and quill --- None --- 10 gp Lantern, hooded --- Bright light in a burst 6; dim light for 3 more squares --- 5 gp Lantern, bullseye --- Bright light in a blast 6; dim light for 1 more square --- 3 gp Maid --- Household service --- 7 cp/day Man-at-arms --- Untrained; you must provide gear --- 1 gp/day Manservant --- Basic personal attendant --- 5 sp/day Meal at an inn --- Good quality may increase price 1000% --- 4 cp Mirror, hand --- None --- 20 gp Oil, alchemist's fire --- Dangerous, range 2; 1d6 fire + ongoing 2 fire (save ends on a 10+; adjacent enemies take 2 fire) --- 5 gp Oil, lamp --- Burns for 2 hours --- 2 sp Parchment (blank) --- None --- 1 gp Pole (10') --- None --- 1 cp Porter --- Servant to carry gear --- 3 sp/day Rations, iron --- Preserved; will not spoil easily --- 4 sp/day Rations, standard --- Unpreserved --- 1 sp/day Ritual components --- Needed by clerics & wizards for many things --- * Room (common) --- Sleep in common room with everyone else --- 1 cp/night Room (poor) --- Shared with many strangers --- Room (average) --- Shared with a few, likely strangers --- 8 cp/night Room (good) --- Shared with a few friends; own room triples price --- 5 sp/night Room (fine) --- Shared with friends or attendants; private bed --- 5 gp/night Room (rich) --- Includes beck-and-call service; suite of rooms --- 35 gp/night Rope (50') --- None --- 1 sp Sack (large) --- None --- 3 cp Sack (small) --- None --- 1 cp Thieves' tools --- For picking locks & disabling traps --- 20 gp Torch --- Dim light in a burst 4; lasts 2 hours --- 1 cp Waterskin --- None --- 2 cp Wine, bottle --- Good quality may increase price 2000% --- 3 sp Wine, cask --- Good quality may increase price 2000% --- 8 gp Wine, cup --- Good quality may increase price 2000% --- 3 cp Wine, skin --- Good quality may increase price 2000% --- 2 sp [/QUOTE]
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