Saturday, October 23, 2010

Equipment Price List (adjusted values--house rules)

Here are some house rules (using the equipment list from D20 open source) based on the concept of metals being able to give resistance to Elemental magic based on conductivity. While not necessary to any core rules, it seems a good balance to power of Elemental Magic.

The bane to Elemental magical energies is any of those metals or alloys that conduct electricity. In the ratio that follows:

1. Silver +1 resistance per 8 ounces
2. Copper, Electrum +1 resistance per pound
3. Gold or high copper bronze +1 resistance per 24 ounces
4. Aluminum +1 resistance per 2 pounds
5. Brass or Bronze +1 resistance per 4 pounds
6. Iron +1 resistance per 8 pounds
7. Steel +1 resistance per 20 pounds

Purity of base metals used is key to the effectiveness of resistance. Typically, Dwarven alloys and armor/weapon smithing produces even more effective resistances. Also, goblin/orc smithing produces less effective resistances.

To receive these protections, the character simply needs to be in skin contact with the metal. Commonly, torques and necklaces have a connecting chain to a mail shirt or breastplate, as padding underneath such armor may otherwise reduce the resistive bonus. Mages can use metal armor or weapons, but typically do not. Binding arcane protections to such metals is nearly impossible, and a robe or vest of fine cloth can be made equal to a mail shirt in protection with arcane magic.




Because of the added value of magical resistance:
8,000 quarters(iron)=4,000 halves(iron/steel)=2,000 commons (steel)=100 copper (.25 ounce weight)= 20 silver (0.5 ounce weight)= 10 gold (0.5 ounce weight)=1 platinum (1.0 ounce weight)

The iron/steel low grade coins are often called commons or irons. The copper coins are often called luckies or brass. Silver coins are often called salutes. Gold coins represented here are often electrum pieces and 1 ounce pure gold takes the place of the platinum piece listed. Gold coins are often referred to as hammers (as the old dwarven gold coins had two hammers on the back) and platinum coins are called imperials, as the Empire is best known for minting them. Various blends of copper, silver, and copper can be found coinage and those variations can adjust the resulting values.
The dwarves also use alloys of nickel and zinc with their steel, copper, silver and gold coinage. Their gold coins are the purity standard. The dwarves also use rarer coinage when dealing among themselves.
The elves do not use metal coinage at all, preferring a system of magically coded crystal coins. Called mage-coins by humans, not all traders will take them, but mages prefer them. So, those who trade with mages often carry some.

COINS
The most common coin in the Imperial Cities is the low-grade steel common. Silver and gold are hoarded because of their magical protective properties. Platinum is rarest and used mostly by the most wealthy in the Empire.
The standard coin weighs about a third of an ounce (fifty to the pound).



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Table: Coins







QP
HP
SC
CP
SP
GP
PP
Iron Quarter pieces (qp)=
1
1/2
1/4
1/80
1/400
1/800
1/8,000
Iron Half pieces (hp)=
2
1
1/2
1/40
1/200
1/400
1/4,000
Steel Commons (sc)=
4
2
1
1/20
1/100
1/200
1/2,000
Copper piece (cp) =
80
40
20
1
1/5
1/10
1/100
Silver piece (sp) =
400
200
100
5
1
1/2
1/20
Gold piece (gp) =
800
400
200
10
2
1
1/10
Platinum piece (pp) =
8,000
4,000
2,000
100
20
10
1



WEALTH OTHER THAN COINS
Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.



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Table: Trade Goods

CostItem
1 scOne pound of wheat
2 scOne pound of flour, or one chicken
10 scOne pound of iron
50 scOne pound of tobacco or copper
1 spOne pound of cinnamon, or one goat
1 gpOne pound of ginger or pepper, or one sheep
3 spOne pig
2 gpOne square yard of linen
5 spOne pound of salt or silver
5 gpOne square yard of silk, or one cow
15 spOne pound of saffron or cloves, or one ox
50 gpOne pound of gold
500 gpOne pound of platinum



SELLING LOOT
In general, a character can sell something for one fourth its listed price.
Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.


WEAPON DESCRIPTIONS


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Table: Weapons

Simple Weapons

Cost

Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Unarmed Attacks
Gauntlet
2 sp
1d2
1d3
x2
1 lb.
Bludgeoning
Unarmed strike
1d23
1d33
x2
Bludgeoning
Light Melee Weapons
Dagger
2 sp
1d3
1d4
19–20/x2
10 ft.
1 lb.
Piercing or slashing
Dagger, punching
2 sp
1d3
1d4
x3
1 lb.
Piercing
Gauntlet, spiked
5 sp
1d3
1d4
x2
1 lb.
Piercing
Mace, light
5 sp
1d4
1d6
x2
4 lb.
Bludgeoning
Sickle
6 sp
1d4
1d6
x2
2 lb.
Slashing
One-Handed Melee Weapons
Club
1d4
1d6
x2
10 ft.
3 lb.
Bludgeoning
Mace, heavy
12 sp
1d6
1d8
x2
8 lb.
Bludgeoning
Morningstar
8 sp
1d6
1d8
x2
6 lb.
Bludgeoning and piercing
Shortspear
1 sp
1d4
1d6
x2
20 ft.
3 lb.
Piercing
Two-Handed Melee Weapons
Longspear4
5 sp
1d6
1d8
x3
9 lb.
Piercing
Quarterstaff5
1d4/1d4
1d6/1d6
x2
4 lb.
Bludgeoning
Spear
2 sp
1d6
1d8
x3
20 ft.
6 lb.
Piercing
Ranged Weapons
Crossbow, heavy
50 sp
1d8
1d10
19–20/x2
120 ft.
8 lb.
Piercing
Bolts, crossbow (10)
1 sp
1 lb.
Crossbow, light
35 sp
1d6
1d8
19–20/x2
80 ft.
4 lb.
Piercing
Bolts, crossbow (10)
1 sp
1 lb.
Dart
50 sc
1d3
1d4
x2
20 ft.
1/2 lb.
Piercing
Javelin
1 sp
1d4
1d6
x2
30 ft.
2 lb.
Piercing
Sling
1d3
1d4
x2
50 ft.
0 lb.
Bludgeoning
Bullets, sling (10)
10 sc
5 lb.
Martial Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Light Melee Weapons
Axe, throwing
8 sp
1d4
1d6
x2
10 ft.
2 lb.
Slashing
Hammer, light
1 sp
1d3
1d4
x2
20 ft.
2 lb.
Bludgeoning
Handaxe
6 sp
1d4
1d6
x3
3 lb.
Slashing
Kukri
8 sp
1d3
1d4
18–20/x2
2 lb.
Slashing
Pick, light
4 sp
1d3
1d4
x4
3 lb.
Piercing
Sap
1 sp
1d43
1d63
x2
2 lb.
Bludgeoning
Shield, light
special
1d2
1d3
x2
special
Bludgeoning
Spiked armor
special
1d4
1d6
x2
special
Piercing
Spiked shield, light
special
1d3
1d4
x2
special
Piercing
Sword, short
10 sp
1d4
1d6
19–20/x2
2 lb.
Piercing
One-Handed Melee Weapons
Battleaxe
10 sp
1d6
1d8
x3
6 lb.
Slashing
Flail
8 sp
1d6
1d8
x2
5 lb.
Bludgeoning
Longsword
15 sp
1d6
1d8
19–20/x2
4 lb.
Slashing
Pick, heavy
8 sp
1d4
1d6
x4
6 lb.
Piercing
Rapier
20 sp
1d4
1d6
18–20/x2
2 lb.
Piercing
Scimitar
15 sp
1d4
1d6
18–20/x2
4 lb.
Slashing
Shield, heavy
special
1d3
1d4
x2
special
Bludgeoning
Spiked shield, heavy
special
1d4
1d6
x2
special
Piercing
Trident
15 sp
1d6
1d8
x2
10 ft.
4 lb.
Piercing
Warhammer
12 sp
1d6
1d8
x3
5 lb.
Bludgeoning
Two-Handed Melee Weapons
Falchion
75 sp
1d6
2d4
18–20/x2
8 lb.
Slashing
Glaive4
8 sp
1d8
1d10
x3
10 lb.
Slashing
Greataxe
20 sp
1d10
1d12
x3
12 lb.
Slashing
Greatclub
5 sp
1d8
1d10
x2
8 lb.
Bludgeoning
Flail, heavy
15 sp
1d8
1d10
19–20/x2
10 lb.
Bludgeoning
Greatsword
50 sp
1d10
2d6
19–20/x2
8 lb.
Slashing
Guisarme4
9 sp
1d6
2d4
x3
12 lb.
Slashing
Halberd
10 sp
1d8
1d10
x3
12 lb.
Piercing or slashing
Lance4
10 sp
1d6
1d8
x3
10 lb.
Piercing
Ranseur4
10 sp
1d6
2d4
x3
12 lb.
Piercing
Scythe
18 sp
1d6
2d4
x4
10 lb.
Piercing or slashing
Ranged Weapons
Longbow
75 sp
1d6
1d8
x3
100 ft.
3 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Longbow, composite
100 sp
1d6
1d8
x3
110 ft.
3 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Shortbow
30 sp
1d4
1d6
x3
60 ft.
2 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Shortbow, composite
75 sp
1d4
1d6
x3
70 ft.
2 lb.
Piercing
Arrows (20)
1 sp
3 lb.
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Light Melee Weapons
Kama
2 sp
1d4
1d6
x2
2 lb.
Slashing
Nunchaku
2 sp
1d4
1d6
x2
2 lb.
Bludgeoning
Sai
1 sp
1d3
1d4
x2
10 ft.
1 lb.
Bludgeoning
Siangham
3 sp
1d4
1d6
x2
1 lb.
Piercing
One-Handed Melee Weapons
Sword, bastard
35 sp
1d8
1d10
19–20/x2
6 lb.
Slashing
Waraxe, dwarven
30 sp
1d8
1d10
x3
8 lb.
Slashing
Whip4
1 sp
1d23
1d33
x2

2 lb.
Slashing

Two-Handed Melee Weapons

Axe, orc double5
60 sp
1d6/1d6
1d8/1d8
x3
15 lb.
Slashing
Chain, spiked4
25 sp
1d6
2d4
x2
10 lb.
Piercing
Flail, dire5
90 sp
1d6/1d6
1d8/1d8
x2
10 lb.
Bludgeoning
Hammer,
gnome hooked5
20 sp
1d6/1d4
1d8/1d6
x3/x4
6 lb.
Bludgeoning and piercing
Sword, two-bladed5
100 sp
1d6/1d6
1d8/1d8
19–20/x2
10 lb.
Slashing
Urgrosh, dwarven5
50 sp
1d6/1d4
1d8/1d6
x3
12 lb.
Slashing or piercing
Ranged Weapons
Bolas
5 sp
1d33
1d43
x2
10 ft.
2 lb.
Bludgeoning
Crossbow, hand
100 sp
1d3
1d4
19–20/x2
30 ft.
2 lb.
Piercing
Bolts (10)
1 sp
1 lb.
Crossbow,
repeating heavy
400 sp
1d8
1d10
19–20/x2
120 ft.
12 lb.
Piercing
Bolts (5)
1 sp
1 lb.

Crossbow,
repeating light
250 sp
1d6
1d8
19–20/x2
80 ft.
6 lb.
Piercing
Bolts (5)
1 sp
1 lb.

Net
20 sp
10 ft.
6 lb.

Shuriken (5)
1 sp
1
1d2
x2
10 ft.
1/2 lb.
Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.






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Table: Armor and Shields





–— Speed —–

Armor
Cost
Armor/Shield
Bonus
Maximum
Dex Bonus
Armor
Check Penalty
Arcane Spell
Failure Chance
(30 ft.)
(20 ft.)
Weight1
Light armor








Padded
5 sp
+1
+8
0
5%
30 ft.
20 ft.
10 lb.
Leather
10 sp
+2
+6
0
10%
30 ft.
20 ft.
15 lb.
Studded leather
25 sp
+3
+5
1
15%
30 ft.
20 ft.
20 lb.
Chain shirt
100 sp
+4
+4
2
20%
30 ft.
20 ft.
25 lb.
Medium armor








Hide
15 sp
+3
+4
3
20%
20 ft.
15 ft.
25 lb.
Scale mail
50 sp
+4
+3
4
25%
20 ft.
15 ft.
30 lb.
Chainmail
150 sp
+5
+2
5
30%
20 ft.
15 ft.
40 lb.
Breastplate
200 sp
+5
+3
4
25%
20 ft.
15 ft.
30 lb.
Heavy armor








Splint mail
200 sp
+6
+0
7
40%
20 ft.2
15 ft.2
45 lb.
Banded mail
250 sp
+6
+1
6
35%
20 ft.2
15 ft.2
35 lb.
Half-plate
600 sp
+7
+0
7
40%
20 ft.2
15 ft.2
50 lb.
Full plate
1,500 sp
+8
+1
6
35%
20 ft.2
15 ft.2
50 lb.
Shields








Buckler
15 sp
+1
1
5%
5 lb.
Shield, light wooden
3 sp
+1
1
5%
5 lb.
Shield, light steel
9 sp
+1
1
5%
6 lb.
Shield, heavy wooden
7 sp
+2
2
15%
10 lb.
Shield, heavy steel
20 sp
+2
2
15%
15 lb.
Shield, tower
30 sp
+43
+2
10
50%
45 lb.
Extras








Armor spikes
+50 sp
+10 lb.
Gauntlet, locked
8 sp
Special
4
+5 lb.
Shield spikes
+10 sp
+5 lb.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.



GOODS AND SERVICES


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Table: Goods and Services

Adventuring Gear

Item

Cost
Weight
Backpack (empty)2 sp
2 lb.1
Barrel (empty)2 sp
30 lb.
Basket (empty)40 sc
1 lb.
Bedroll10 sc
5 lb.1
Bell1 sp
Blanket, winter50 sc
3 lb.1
Block and tackle5 sp
5 lb.
Bottle, wine, glass2 sp
Bucket (empty)50 sc
2 lb.
Caltrops1 sp
2 lb.
Candle1 sc
Canvas (sq. yd.)10 sc
1 lb.
Case, map or scroll1 sp
1/2 lb.
Chain (10 ft.)30 sp
2 lb.
Chalk, 1 piece1 sc
Chest (empty)2 sp
25 lb.
Crowbar2 sp
5 lb.
Firewood (per day)1 sc
20 lb.
Fishhook10 sc
Fishing net, 25 sq. ft.4 sp
5 lb.
Flask (empty)3 sc
1-1/2 lb.
Flint and steel1 sp
Grappling hook1 sp
4 lb.
Hammer50 sc
2 lb.
Ink (1 oz. vial)8 sp
Inkpen10 sc
Jug, clay3 sc
9 lb.
Ladder, 10-foot5 sc
20 lb.
Lamp, common10 sc
1 lb.
Lantern, bullseye12 sp
3 lb.
Lantern, hooded7 sp
2 lb.
Lock
1 lb.
Very simple
20 sp
1 lb.
Average
40 sp
1 lb.
Good
80 sp
1 lb.
Amazing
150 sp
1 lb.
Manacles15 sp
2 lb.
Manacles, masterwork50 sp
2 lb.
Mirror, small steel10 sp
1/2 lb.
Mug/Tankard, clay2 sc
1 lb.
Oil (1-pint flask)10 sc
1 lb.
Paper (sheet)40 sc
Parchment (sheet)20 sc
Pick, miner’s3 sp
10 lb.
Pitcher, clay2 sc
5 lb.
Piton10 sc
1/2 lb.
Pole, 10-foot20 sc
8 lb.
Pot, iron50 sc
10 lb.
Pouch, belt (empty)1 sp
1/2 lb.1
Ram, portable10 sp
20 lb.
Rations, trail (per day)50 sc
1 lb.1
Rope, hempen (50 ft.)1 sp
10 lb.
Rope, silk (50 ft.)10 sp
5 lb.
Sack (empty)10 sc
1/2 lb.1
Sealing wax1 sp
1 lb.
Sewing needle50 sc
Signal whistle80 sc
Signet ring5 sp
Sledge1 sp
10 lb.
Soap (per lb.)50 sc
1 lb.
Spade or shovel2 sp
8 lb.
Spyglass1,000 sp
1 lb.
Tent10 sp
20 lb.1
Torch1 sc
1 lb.
Vial, ink or potion1 sp
1/10 lb.
Waterskin1 sp
4 lb.1
Whetstone2 sc
1 lb.
Special Substances and Items

ItemCost
Weight
Acid (flask)10 gp
1 lb.
Alchemist’s fire (flask)20 gp
1 lb.
Antitoxin (vial)50 sp
Everburning torch110 gp
1 lb.
Holy water (flask)25 gp
1 lb.
Smokestick20 gp
1/2 lb.
Sunrod2 gp
1 lb.
Tanglefoot bag50 gp
4 lb.
Thunderstone30 gp
1 lb.
Tindertwig1 gp
Tools and Skill Kits

ItemCost
Weight
Alchemist’s lab500 gp
40 lb.
Artisan’s tools5 gp
5 lb.
Artisan’s tools, masterwork55 gp
5 lb.
Climber’s kit80 gp
5 lb.1
Disguise kit50 gp
8 lb.1
Healer’s kit50 gp
1 lb.
Holly and mistletoe
Holy symbol, wooden1 gp
Holy symbol, silver25 gp
1 lb.
Hourglass25 gp
1 lb.
Magnifying glass100 gp
Musical instrument, common5 gp
3 lb.1
Musical instrument, masterwork100 gp
3 lb.1
Scale, merchant’s2 gp
1 lb.
Spell component pouch5 gp
2 lb.
Spellbook, wizard’s (blank)15 gp
3 lb.
Thieves’ tools30 gp
1 lb.
Thieves’ tools, masterwork100 gp
2 lb.
Tool, masterwork50 gp
1 lb.
Water clock1,000 gp
200 lb.
Clothing

ItemCost
Weight
Artisan’s outfit1 sp
4 lb.1
Cleric’s vestments5 sp
6 lb.1
Cold weather outfit8 sp
7 lb.1
Courtier’s outfit30 sp
6 lb.1
Entertainer’s outfit3 sp
4 lb.1
Explorer’s outfit10 sp
8 lb.1
Monk’s outfit5 sp
2 lb.1
Noble’s outfit75 sp
10 lb.1
Peasant’s outfit10 sc
2 lb.1
Royal outfit200 sp
15 lb.1
Scholar’s outfit5 sp
6 lb.1
Traveler’s outfit1 sp
5 lb.1
Food, Drink, and Lodging

ItemCost
Weight
Ale

Gallon
20 sc
8 lb.
Mug
4 sc
1 lb.
Banquet (per person)10 sp
Bread, per loaf2 sc
1/2 lb.
Cheese, hunk of10 sc
1/2 lb.
Inn stay (per day)

Good
2 sp
Common
50 sc
Poor
20 sc
Meals (per day)

Good
50 sc
Common
30 sc
Poor
10 sc
Meat, chunk of30 sc
1/2 lb.
Wine

Common (pitcher)
20 sc
6 lb.
Fine (bottle)
10 sp
1-1/2 lb.
Mounts and Related Gear

ItemCost
Weight
Barding

Medium creature
x2
x1
Large creature
x4
x2
Bit and bridle2 sp
1 lb.
Dog, guard25 sp
Dog, riding150 sp
Donkey or mule20 sp
Feed (per day)5 sc
10 lb.
Horse

Horse, heavy
200 sp
Horse, light
75 sp
Pony
40 sp
Warhorse, heavy
400 sp
Warhorse, light
150 sp
Warpony
100 sp
Saddle

Military
20 sp
30 lb.
Pack
5 sp
15 lb.
Riding
10 sp
25 lb.
Saddle, Exotic

Military
60 sp
40 lb.
Pack
15 sp
20 lb.
Riding
30 sp
30 lb.
Saddlebags4 sp
8 lb.
Stabling (per day)50 sc
Transport

ItemCost
Weight
Carriage100 sp
600 lb.
Cart15 sp
200 lb.
Galley30,000 gp
Keelboat3,000 gp
Longship10,000 gp
Rowboat50 sp
100 lb.
Oar2 sp
10 lb.
Sailing ship10,000 gp
Sled20 sp
300 lb.
Wagon35 sp
400 lb.
Warship25,000 gp
Spellcasting and Services

Service

Cost

Coach cab3 cp per mile
Hireling, trained3 sp per day
Hireling, untrained1 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ship’s passage1 sp per mile
No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.



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