Equipment

Go to Weapons table Go to Armor table Go to Equipment table

Assume a character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit.

Wealth and Money

Coins

The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.

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

Table: Coins
Exchange Value
CPSPGPPP
Copper piece (cp) =11/101/1001/1,000
Silver piece (sp) =1011/101/100
Gold piece (gp) =1001011/10
Platinum piece (pp) =1,000100101

Wealth Other than Coins

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

Table: Trade Goods
CostItem
1 cpOne pound of wheat
2 cpOne pound of flour, or one chicken
1 spOne pound of iron
5 spOne pound of tobacco or copper
1 gpOne pound of cinnamon, or one goat
2 gpOne pound of ginger or pepper, or one sheep
3 gpOne pig
4 gpOne square yard of linen
5 gpOne pound of salt or silver
10 gpOne square yard of silk, or one cow
15 gpOne 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 half 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.

Weapons

Weapon Categories

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes 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.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition: Projectile weapons use ammunition⁠—arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or half his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –⁠2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –⁠4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –⁠4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on the Weapons table).

Name: If a weapon in the table is sourced outside of the Player’s Handbook (version 3.5), it is underscored with a faint dotted lineCongratulations, you found the tooltip. indicating the presence of a tooltip that names the source (or sources) of that weapon. For example, the elven thinblade in the Exotic Weapons table comes from Complete Warrior, so its name in the table has a tooltip. In cases where a weapon comes from more than one source, the one whose descriptive text is given precedent is listed first. For example, the boomerang appears in both the Complete Warrior and Sandstorm but the descriptive text of the former is more useful, so it is listed first in the tooltip to show that the descriptive text from the Complete Warrior should be used.

While any weapon may be restricted or banned from a particular game setting by the DM, those with the Dungeon Master’s Guide (version 3.5) as the source are especially prone to such limitations. Consult the DM as to availability of such weapons, especially those from the Renaissance, Modern, and Futuristic period tables.

Cost: This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled “Small” is for Small weapons. The column labeled “Medium” is for Medium weapons. Likewise, the "Tiny" and "Large" columns are for creatures of those sizes wielding weapons fitting to those sizes. For weapons outside those size categories, see Effect of Weapon Size.

If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.

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

Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.

×2: The weapon deals double damage on a critical hit.

×3: The weapon deals triple damage on a critical hit.

×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4: The weapon deals quadruple damage on a critical hit.

19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)

18–20/×2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative –⁠2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.

Type: Weapons are classified according to the type of damage they deal: bludgeoning (B), piercing (P), or slashing (S). Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. (Such weapons have their damage type abbreviations separated by an ampersand, so a weapon that does both piercing and slashing damage would be listed as “P&S”.) Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon at the time he strikes. (Such weapons have their damage type abbreviations separated by an slash, so a weapon that does either piercing or slashing damage as desired by its wielder would be listed as “P/S”.)

Double weapons have the damage types of each end separated by a comma; e.g. “P, S”. The damage type used depends on which head is striking.

(A DM has probably gone too far if he devises a double halberd as an exotic weapon whose damage type would be listed as “P/S, P/S”.)

Special: Some weapons have special features. See the weapon descriptions for details.

Table: Weapons
Simple WeaponsDamage by SizeRange
Increment
CostTinySmallMediumLargeCriticalWeight1Type2
Unarmed Attacks
Gauntlet2 gp11d21d31d4×21 lb.B
Unarmed strike131d231d331d43×2B
Light Melee Weapons
Dagger2 gp1d21d31d41d619–20/×210 ft.1 lb.P/S
Dagger, punching2 gp1d21d31d41d6×31 lb.P
Gauntlet, spiked5 gp1d21d31d41d6×21 lb.P
Mace, light5 gp1d31d41d61d8×24 lb.B
Sickle6 gp1d31d41d61d8×22 lb.S
One-Handed Melee Weapons
Club1d31d41d61d8×210 ft.3 lb.B
Mace, heavy12 gp1d41d61d82d6×28 lb.B
Morningstar8 gp1d41d61d82d6×26 lb.B&P
Shortspear1 gp1d31d41d61d8×220 ft.3 lb.P
Two-Handed Melee Weapons
Longspear45 gp1d41d61d82d6×39 lb.P
Quarterstaff51d3/1d31d4/1d41d6/1d61d8/1d8×24 lb.B
Spear2 gp1d41d61d82d6×320 ft.6 lb.P
Ranged Weapons
Crossbow, heavy50 gp1d61d81d102d819–20/×2120 ft.8 lb.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, light35 gp1d41d61d82d619–20/×2 80 ft.4 lb.P
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d21d31d41d6×2 20 ft.½ lb.P
Javelin1 gp1d31d41d61d8×230 ft.2 lb.P
Sling1d21d31d41d6×250 ft.0 lb.B
Bullets, sling (10)1 sp5 lb.
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. B=Bludgeoning, P=Piercing, S=Slashing. When two damage types are given, the weapon is both types if separated by “&”; if separated by “/”, the wielder chooses either type at time of attack. A double weapon with an “&” separator has one of its damage types on one head and the other damage type on the other.
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.
Martial WeaponsDamage by SizeRange
Increment
CostTinySmallMediumLargeCriticalWeight1Type2
Light Melee Weapons
Axe, throwing8 gp1d31d41d61d8×210 ft.2 lb.S
CutlassSource: Stormwrack15 gp1d31d41d61d819–20/×23 lb.S
Hammer, light1 gp1d21d31d41d6×220 ft.2 lb.B
Handaxe6 gp1d31d41d61d8×3 3 lb.S
Kukri8 gp1d21d31d41d618–20/×22 lb.S
Pick, light4 gp1d21d31d41d6×43 lb.P
Sap1 gp1d331d431d631d83 ×22 lb.B
Shield, lightspecial11d21d31d4×2 specialB
Spiked armorspecial1d31d41d61d8×2specialP
Spiked shield, lightspecial1d21d31d41d6×2 specialP
Sword, short10 gp1d31d41d61d819–20/×22 lb.P
WakizashiSource: Dungeon Master’s Guide (version 3.5)6300 gp1d31d41d61d819–20/×23 lb.S
One-Handed Melee Weapons
MaulSource: Complete Warrior15 gp1d61d81d102d8×34 lb.S
Pick, direSource: Complete Warrior30 gp1d41d61d82d6×412 lb.P
ScourgeSource: Complete Warrior20 gp1d41d61d82d6×22 lb.S
Thinblade, elvenSource: Complete Warrior100 gp1d31d41d61d818–20/×23 lb.P
WarmaceSource: Complete Warrior25 gp1d81d101d123d6×210 lb.B
Battleaxe10 gp1d41d61d82d6×36 lb.S
Flail8 gp1d41d61d82d6×25 lb.B
Longsword15 gp1d41d61d82d619–20/×24 lb.S
Pick, heavy8 gp1d31d41d61d8×46 lb.P
Rapier20 gp1d31d41d61d818–20/×22 lb.P
Scimitar15 gp1d31d41d61d818–20/×24 lb.S
Shield, heavyspecial1d21d31d41d6×2specialB
Spiked shield, heavyspecial1d31d41d61d8×2specialP
Trident15 gp1d41d61d82d6×210 ft.4 lb.P
Warhammer12 gp1d41d61d82d6×35 lb.B
Two-Handed Melee Weapons
Falchion75 gp1d41d62d42d618–20/×28 lb.S
Glaive48 gp1d61d81d102d8×310 lb.S
Greataxe20 gp1d81d101d123d6×312 lb.S
Greatclub5 gp1d61d81d102d8×28 lb.B
Flail, heavy15 gp1d61d81d102d819–20/×210 lb.B
Greatsword50 gp1d81d102d63d619–20/×28 lb.S
Guisarme49 gp1d41d62d42d6×312 lb.S
Halberd10 gp1d61d81d102d8×312 lb.P/S
Lance410 gp1d41d61d82d6×310 lb.P
Ranseur410 gp1d41d62d42d6×312 lb.P
Scythe18 gp1d41d62d42d6×410 lb.P/S
Ranged Weapons
AtlatlSource: Sandstorm10 gp1d21d31d41d6×350 ft.2 lb.P
Atlatl spear1 gp2 lb.
Longbow75 gp1d41d61d82d6×3100 ft.3 lb.P
Arrows (20)1 gp3 lb.
Longbow, aquatic400 gp1d41d61d82d6×360 ft. (10 ft.)3 lb.P
Arrows (20)1 gp3 lb.
Longbow, composite100 gp1d41d61d82d6×3110 ft.3 lb.P
Arrows (20)1 gp3 lb.
Shortbow30 gp1d31d41d61d8×360 ft.2 lb.P
Arrows (20)1 gp3 lb.
Shortbow, composite75 gp1d31d41d61d8×370 ft.2 lb.P
Arrows (20)1 gp3 lb.
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. B=Bludgeoning, P=Piercing, S=Slashing. When two damage types are given, the weapon is both types if separated by “&”; if separated by “/”, the wielder chooses either type at time of attack. A double weapon with an “&” separator has one of its damage types on one head and the other damage type on the other.
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.
  6. Always crafted as a masterwork weapon. The price reflects this.
Exotic WeaponsDamage by SizeRange
Increment
CostTinySmallMediumLargeCriticalWeight1Type2
Light Melee Weapons
Buckler-axe, dwarvenSources: Complete Warrior and Races of Stone20 gp1d31d41d61d8×34 lb.S
Collapsing crescent fanSource: Sandstorm40 gp1d31d41d61d819–20/×22 lb.S
Eagle’s clawSource: Sandstorm20 gp1d31d41d61d818–20/×22 lb.S&P
FingerbladeSource: Sandstorm45 gp1d31d41d61d8×32 lb.P
Hammer, throwingSource: Races of Stone30 gp1d31d41d61d8×220 ft.2 lb.B
Kama2 gp1d31d41d61d8×22 lb.S
Lightblade, elvenSource: Complete Warrior50 gp1d31d41d61d818–20/×21 lb.P
Kusari-gamaSource: Dungeon Master’s Guide (version 3.5)410 gp1d31d41d61d8×23 lb.S
ManopleSource: Sandstorm835 gp1d31d41d61d819–20/×21 lb.S/P
Nunchaku2 gp1d31d41d61d8×22 lb.B
Quickrazor, gnomeSource: Races of Stone45 gp1d21d31d41d619–20/×21 lb.S
Sai1 gp1d21d31d41d6×210 ft.1 lb.B
Scorpion clawsSource: Sandstorm160 gp1d31d41d61d8×26 lb.S/P
Siangham3 gp1d31d41d61d8×21 lb.P
Tortoise blade, gnomeSource: Complete Warrior20 gp1d31d41d61d819–20/×21 lb.P
One-Handed Melee Weapons
Great scimitarSource: Sandstorm200 gp1d41d61d82d618–20/×28 lb.S
Katana6400 gp1d61d81d102d8 19–20/×26 lb.S
KhopeshSource: Sandstorm16 gp1d31d41d61d818–20/×24 lb.S
MaulSource: Complete Warrior15 gp1d61d81d102d8×34 lb.S
Pick, direSource: Complete Warrior30 gp1d41d61d82d6×412 lb.P
Scorpion-tail whipSource: Sandstorm375 gp1d21d31d41d6×2 (plus poison)3 lb.P/S
ScourgeSource: Complete Warrior20 gp1d41d61d82d6×22 lb.S
Stingray whipSource: Stormwrack15 gp1d31d41d61d8×310 ft.3 lb.P/S
Sword, bastard35 gp1d61d81d102d819–20/×26 lb.S
Swordcatcher, gnomeSource: Races of Stone35 gp1d31d41d61d819–20/×25 lb.S
Thinblade, elvenSource: Complete Warrior100 gp1d31d41d61d818–20/×23 lb.P
ThrombashSource: Sandstorm915 gp1d31d41d61d8×310 ft.3 lb.P/S
Waraxe, dwarven30 gp1d61d81d102d8×38 lb.S
WarmaceSource: Complete Warrior25 gp1d81d101d123d6×210 lb.B
Whip41 gp131d231d331d43×22 lb.S
Two-Handed Melee Weapons
Axe, orc double560 gp1d4/1d41d6/1d61d8/1d82d6/2d6×315 lb.S, S
Chain, spiked425 gp1d41d62d42d6×210 lb.P
Flail, dire590 gp1d4/1d41d6/1d61d8/1d82d6/2d6×210 lb.B, B
GreatspearSource: Complete Warrior425 gp1d81d102d63d6×310 ft.9 lb.P
Greathammer, goliathSource: Races of Stone30 gp1d81d101d123d6×430 lb.B
Hammer, doubleSource: Complete Warrior570 gp1d4/1d41d6/1d61d8/1d82d6/2d6×318 lb.B, B
Hammer, gnome hooked520 gp1d4/1d31d6/1d41d8/1d62d6/1d8×3/×46 lb.B, P
LajatangSource: Complete Warrior590 gp1d4/1d41d6/1d61d8/1d82d6/2d6×27 lb.S, S
MancatcherSource: Complete Warrior420 gp1d231d331d431d63×28 lb.B
Poleaxe, heavySource: Complete Warrior420 gp1d81d102d63d6×315 lb.P/S
Spear, dwarven doubleSource: Races of Stone5115 gp1d4/1d41d6/1d61d8/1d82d6/2d6×310 lb.S, S
Sword, two-bladed5100 gp1d4/1d41d6/1d61d8/1d82d6/2d619–20/×215 lb.P/S, P/S
Urgrosh, dwarven550 gp1d4/1d31d6/1d41d8/1d62d6/1d8×312 lb.S, P
Warpike, dwarvenSource: Races of Stone445 gp1d61d82d63d6×315 lb.P/S
Ranged Weapons
BlowgunSource: Dungeon Master’s Guide (version 3.5)1 gp7111d2×210 ft.2 lb.P
Needles, blowgun (20)1 gp
Blowgun, greaterSource: Complete Warrior15 gp71d21d31d4×210 ft.2 lb.P
Darts (10)1 gp½ lb.
Bolas5 gp1d231d331d431d63×210 ft.2 lb.B
Bolas, barbedSource: Complete Warrior10 gp1d21d31d41d6×210 ft.3 lb.P
BoomerangSource: Complete Warrior and Sandstorm10 gp1d231d331d431d63×220 ft.2 lb.B
Crossbow, aquaticSource: Stormwrack250 gp1d41d61d82d619–20/×240 ft. (40 ft.)4 lb.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, hand100 gp1d21d31d41d619–20/×230 ft.2 lb.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, greatSource: Races of Stone150 gp2d42d62d83d818–20/×2120 ft.14 lb.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, repeating heavy400 gp1d61d81d102d819–20/×2120 ft.12 lb.P
Bolts, crossbow (5)1 gp1 lb.
Crossbow, repeating light250 gp1d41d61d82d619–20/×280 ft.6 lb.P
Bolts, crossbow (5)1 gp1 lb.
GreatbowSource: Complete Warrior150 gp1d61d81d102d8×3120 ft.6 lb.P
Greatbow, compositeSource: Complete Warrior200 gp1d61d81d102d8×3130 ft.6 lb.P
HarpoonSource: Stormwrack15 gp1d61d81d102d8×230 ft.10 lb.P
Net20 gp10 ft.6 lb.
Shuriken (5)1 gp11d21d3×210 ft.½ lb.P
Skipping bladeSource: Stormwrack (3)1 gp11d21d31d4×310 ft.½ lb.S
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs (and costs) twice as much.
  2. B=Bludgeoning, P=Piercing, S=Slashing. When two damage types are given, the weapon is both types if separated by “&”; if separated by “/”, the wielder chooses either type at time of attack. A double weapon has the damage type(s) of each head separated by a comma.
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.
  6. Always crafted as a masterwork weapon. The price reflects this.
  7. Creatures of Tiny size or less lack the lung capacity to use blowguns.
  8. This weapon can also be used as a shield. See Armor and Shields below.

Effects of Weapon Size

When weapons change size, many other factors change at the same time. Costs given are for Small and Medium versions of the weapons. Large versions cost twice as much. Halve the given weight for Small versions, and double it for Large versions.

To calculate the damage a larger- or smaller-than-normal weapon deals, first determine how many size categories it changes from Medium. A longsword (normally Medium, commonly used by Medium beings) in the hand of a Huge cloud giant increases two size categories. For each category change, consult the accompanying tables, finding the weapon’s original damage in the left column and reading across to the right to find its new damage.

Table: Increasing Weapon Damage by Size
Medium
Damage
Number of Size Categories Increased
OneTwoThreeFour
1d21d31d41d61d8
1d31d41d61d82d6
1d41d61d82d63d6
1d61d82d63d64d6
1d82d63d64d66d6
1d102d83d84d86d8
1d123d64d66d68d6
2d42d63d64d66d6
2d63d64d66d68d6
2d83d84d86d88d8
2d104d86d88d812d8
Table: Decreasing Weapon Damage by Size
Medium
Damage
Number of Size Categories Decreased
OneTwoThreeFour
1d21
1d31d21
1d41d31d21
1d61d41d31d21
1d81d61d41d31d2
1d101d81d61d41d3
1d121d101d81d61d4
2d41d61d41d31d2
2d61d101d81d61d4
2d82d61d101d81d6
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A weapon can only decrease in size so far. Weapons that deal less than 1 point of damage have no effect. Once a weapon only deals 1 point of damage, it’s not a weapon if it shrinks further.

Weapon Descriptions

Weapons found on the Weapons table that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.

Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–⁠4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Atlatl: An atlatl is a cross between a thrown weapon and a projectile weapon. It uses a flat, thin board made of wood or antler, ranging from 1 to 3 feet long. One end is held in the hand while the butt of a light spear, 2 to 3 feet long, is placed in a groove at the other end. At the end of the groove is a raised spur or pin to hold the bottom of the spear in place. You hold the loaded spear and handle end of the atlatl in the same hand. With a sidearm or overhead throw, you propel the spear with a force far greater than that of a hand-thrown spear. An atlatl often has a carved stone weight attached to the board’s underside, and many feature a thong of hide or cord to attach to the hand.

Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.

A creature wielding an orc double axe in one hand can’t use it as a double weapon⁠—only one end of the weapon can be used in any given round.

Battlehorn: A battlehorn is a double weapon that consists of two large horns affi xed together, facing in opposite directions. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting). A creature wielding a battlehorn in one hand can’t use it as a double weapon⁠—​only one end of the weapon can be used in any given round. If you use a ready action to set a battlehorn against a charge, you deal double damage if you score a hit against a charging character.

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

Blowgun, Greater {CW 155}: Like its smaller cousin, the greater blowgun is often used to deliver poison. The darts it fires are larger than blowgun needles, but smaller than a thrown dart. These darts deal damage in addition to delivering poison. A greater blowgun requires two hands to use or reload. Loading a blowgun is a move action that provokes attacks of opportunity. A greater blowgun has a maximum range of five range increments.

Bolas: You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.

Bolas, Barbed {CW 155}: This weapon is similar to a normal set of bolas, except that its weighted balls are studded with hooked barbs and thus deal lethal (not nonlethal) damage. Because the barbed bolas can wrap around an enemy’s leg or other limb, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of barbed bolas. For purposes of weapon proficiency and similar feats, barbed bolas are treated as if they were bolas. Thus, if you have Exotic Weapon Proficiency (bolas), you are also proficient with barbed bolas.

Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Boomerang {CW 155 and Sa 96}: The boomerang is a curved throwing stick that returns to its thrower if it misses its target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) and hit AC 10. Failure indicates the boomerang lands in a randomly determined square adjacent to the thrower (if the thrower is proficient) or 1d4 squares away in a random direction (if not proficient).

Boomerangs are used mainly for hunting birds and other small creatures.

Buckler-Axe, Dwarven {CW 156, RoS 153}: At first glance the dwarven buckler-axe appears similar to a standard buckler, but this weapon has enlarged bladelike edges at its top and bottom, allowing the wielder to swing it like an axe. Thus, in addition to its obvious protective qualities, it proves a capable off-hand weapon or emergency weapon when disarmed.

A dwarven buckler-axe grants its wielder a +1 shield bonus to Armor Class. As with any shield, when you attack with a dwarven buckler-axe, you do not get the shield bonus to your AC.

The buckler-axe also provides a –⁠1 armor check penalty and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a buckler-axe can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.

Collapsing Crescent Fan {Sa 96}: Only a few desert societies have the wherewithal to forge the exotic weapon known as the collapsing crescent fan. Of those, the bhukas are most commonly associated with the weapon, and so another name for this weapon is the “bhuka blade.” When not in use, a crescent blade folds into a compact shape not too much larger than a wand. However, with a mere flick of the wrist, the many segments of a crescent blade slide into view and lock into place. The vanes of the fan are thin, razor-sharp steel sheets. When you attack a flat-footed foe with it, you gain a +4 bonus on the attack roll.

Crescent Scythe {Sa 96}: Consisting of a staff with a half-disc blade on either end, the crescent scythe is a variation of the standard glaive. The edge of the blade is perpendicular to the shaft, allowing you to whirl the weapon in deadly circles. When used in conjunction with the Whirlwind Attack feat, a crescent scythe deals an extra 1 point of damage.

Crossbow, Aquatic {Sto 107}: This special version of a light crossbow is strung especially tautly with thicker wire and reinforced so as not to snap under the increased tension. The aquatic crossbow is not subject to the normal –⁠2 penalty on ranged attack rolls for every five feet of distance (see Ranged Attacks Underwater), and uses its normal range increment of 40 feet both in and out of the water. Aquatic crossbows are favored by aventi, merfolk, and tritons.

Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Crossbow, Great {RoS 153}: You draw a great crossbow back by turning a small winch. Loading a great crossbow is a full-round action that provokes attacks of opportunity.

Normally, operating a great crossbow requires two hands. However, you can shoot, but not load, a great crossbow with one hand at a –⁠4 penalty on attack rolls. You can shoot a great crossbow with each hand, but you take a penalty on attack rolls as if attacking with two weapons (see the Two-Weapon Fighting Penalties table). These penalties are cumulative with the penalty for firing the crossbow one-handed.

Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –⁠4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –⁠2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Cutlass {Sto 107}: A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.

Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).

Dart, Blowgun {CW 156}: A blowgun dart resembles a lightweight, undersized arrow. You don’t apply your Strength modifier to damage with a blowgun dart. A blowgun dart can’t effectively be used as a melee weapon. Blowgun darts come in a leather pouch that holds 10 darts. A dart that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Desert Throwing-Knife {Sa 96}: A desert throwing-knife is unwieldy for melee combat. Even if you are proficient with this weapon, you take a –⁠2 penalty on attack rolls and damage rolls when using it in melee.

Eagle’s Claw {Sa 96}: The asheratis invented the first eagle’s claw. This light, exotic melee weapon has a quarter-circle blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle’s claw enlarged and forged in steel. The handle of an eagle’s claw is slightly curved with a hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. You get a +1 bonus on Sleight of Hand checks made to conceal an eagle’s claw on your body (see the Sleight of Hand skill).

Fingerblade {Sa 96}: In its most basic definition, a fingerblade is a double-edged short sword. However, this weapon is customized to your hand. The hilt is something like a hand crossbow grip. It fits snugly in the palm of your hand such that your attack motion with the weapon is akin to a punch. Held correctly, a fingerblade becomes an extension of your forefinger, allowing maximized control. When an attack is properly executed, the hilt pushes into the palm so that no slippage occurs and maximum force is transferred into the thrust. If you are proficient with a fingerblade, you deal an extra 1d6 points of damage to a foe who is flat-footed on the first round of combat. Creatures with immunity to extra damage from critical hits and sneak attacks are not subject to this extra damage.

Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.

When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. 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: Your opponent cannot use a disarm action to disarm you of 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. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Great Falchion {Sa 97}: This heavy executioner’s sword has the same basic profile as a falchion, albeit with a much greater blade surface. Because it is an executioner’s weapon, it is often crafted as a masterwork weapon, marked with a royal seal, and created with one or more gems in the hilt.

Great Scimitar {Sa 97}: A great scimitar is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). You can use a great scimitar two handed as a martial weapon. Great scimitars are most often the personal weapons of heroes, crafted as masterwork weapons and inscribed with the hero’s deeds and the weapon’s name on the blade. Such names commemorate a great event in the hero’s life, such as “The Blade of the Hundred-Day Sandstorm.”

Greatbow {CW 156}: You need at least two hands to use a bow, regardless of its size. A greatbow sized for a Medium character is 6 feet or more in length when strung. A greatbow is too un wieldy to use while mounted. Like other bows, if you have a penalty for low Strength, apply it to damage rolls when using a greatbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite greatbow (see below) but not a regular greatbow.

Greatbow, Composite {CW 156}: You need at least two hands to use a bow, regardless of its size. A composite greatbow is too unwieldy to use while mounted. A composite greatbow sized for a Medium character is 6 feet or more in length when strung. Composite greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gp to the cost.

Greathammer, Goliath {RoS 154}: This big, heavy hammer is a favorite of goliath barbarians and warriors. The incredibly heavy head of the hammer allows it to make particularly devastating strikes against weapons and shields, granting the wielder a +2 bonus on opposed attack rolls to sunder an enemy’s weapon or shield.

Greatspear {CW 156}: This broad-bladed spear has a long, flat blade, and is too heavy to wield properly without proficiency.

Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd: If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Hammer, Double {CW 156}: A double hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were attacking with a one-handed weapon and a light weapon. (See Two-Weapon Fighting for details.)

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.

Gnomes treat gnome hooked hammers as martial weapons.

Hammer, Throwing {RoS 154}: Essentially a light hammer that has been carefully balanced for throwing, the throwing hammer is a favorite weapon of dwarf rangers.

Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached, to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land.

If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell.

The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.

Javelin: Since it is not designed for melee, you are treated as nonproficient with it and take a –⁠4 penalty on attack rolls if you use a javelin as a melee weapon.

Kama: The kama is a special monk weapon. This designation gives a monk wielding a kama special options.

You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.

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 on attack rolls. A katana is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium 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 creature can use it in one hand. A masterwork weapon’s bonus on attack rolls does not stack with an enhancement bonus on attack rolls.

Khopesh {Sa 97}: You can use the hooked blade of a khopesh to make trip attacks. If you are tripped during your own trip attempt, you can drop the khopesh to avoid being tripped.

Khopesh, Double {Sa 97}: A double khopesh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double khopesh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. A double khopesh can be used to make trip attacks like a normal khopesh.

Kusari-Gama: This small sickle is attached to a length of chain. A kusari-gama is an exotic weapon that has reach. It can strike opponents 10 feet away. In addition, unlike other weapons with reach, it can be used against an adjacent foe. It can be used in all respects like a spiked chain for trip attacks, disarming other foes, and using its wielder’s Dexterity modifier instead of her Strength modifier in attack rolls.

Kylie {Sa 97}: This weapon is a heavy, curved throwing stick, 3 to 4 feet long, used for hunting and as a weapon of war. The shape of the weapon allows it to travel great distances in flat arcs.

Lajatang {CW 157}: The lajatang is a staff with a crescent-shaped blade at each end. A lajatang is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon (see Two-Weapon Fighting).

A monk who is proficient with the lajatang can treat it as a special monk weapon, as described in the flurry of blows monk class feature. Each end counts as a separate weapon for the purpose of the flurry of blows ability, similar to how the quarterstaff works.

Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

While mounted, you can wield a lance with one hand.

Lightblade, Elven {CW 157}: This rapierlike weapon is the size of a short sword, but weighs only as much as a dagger. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some elf nobles carry a lightblade—often decorated with intricate filigree and tiny gemstones—as a sign of their station, even if they aren’t proficient in its use.

Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.

Longbow, Aquatic {Sto 107}: Made by the aquatic elves, the aquatic longbow functions as a normal ranged weapon out of the water, with a 60-foot range increment. Underwater, it has a range increment of 10 feet, but it does not take the normal penalty for a ranged attack through water. If you have the Aquatic Shot feat, the aquatic longbow’s range increment improves to 30 feet underwater.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –⁠2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.

Mancatcher {CW 157}: City guards and others who prefer to capture their opponents unharmed use the mancatcher. A wielder who hits a target of its size or one size category smaller than it with a mancatcher can immediately attempt to grapple (as a free action) without provoking an attack of opportunity. Any grapple check you make using a mancatcher includes the mancatcher’s enhancement bonus (if any) and any other bonuses you might have on attack rolls with the weapon (such as from the Weapon Focus feat). If you grapple a target with a mancatcher, you are considered grappling, but unless your target can reach you, he can’t attempt to attack you, damage you, or pin you. You can escape the grapple automatically by releasing the target as a standard action.

In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to force his target to the ground (the equivalent of a trip attack, though no attack roll is necessary). The mancatcher is a reach weapon and cannot be used against adjacent opponents.

Manople {Sa 97}: Resembling a sai with blades, a manople is actually a gauntlet worn over your hand. Since it is worn this way, however, you cannot carry anything else in that hand, nor can you use it to cast spells or use skills. A manople gives you a +1 shield bonus to AC. Unlike with a spiked shield, you retain this bonus to AC even on a round in which you make an attack with the manople. If you lack the appropriate Exotic Weapon Proficiency feat, you do not retain the shield bonus to AC, as you would with a spiked shield. A manople has no armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a manople can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

An opponent cannot use a disarm action to disarm you of this weapon. The cost and weight given are for a single manople.

Maul {CW 157}: A maul is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a maul two-handed as a martial weapon.

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 deathblade.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a ⁠2 penalty on attack rolls and a –⁠4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a Concentration check (DC 15 + the spell’s level) or be unable to cast the spell.

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

A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take 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: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

Pick, Dire {CW 157}: A dire pick resembles a heavy pick, but with a longer shaft and a more massive head. A dire pick is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a dire pick two-handed as a martial weapon.

Poleaxe, Heavy {CW 157}: A heavy poleaxe has reach; you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Normally, you strike with the heavy poleaxe’s axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a heavy poleaxe against a charge, you deal double damage if you score a hit against a charging creature.

Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.

Quickrazor, Gnome {RoS 154}: The gnome quickrazor is a fast, flashy weapon favored by gnome bards, because it allows them to hold an instrument, attack with a weapon, and still keep one hand free for spellcasting. In addition, many two-weapon-wielding spellcasters find it a perfect off-hand weapon because it allows them to keep their primary weapon in hand and still cast spells with their off hand.

The quickrazor features a light, wide knife blade with a very small hilt. The weapon is worn tied to the wielder’s wrist in a specially designed sheath. When you attack with a quickrazor, you flick it out in a quick, slashing circle, catching the hilt in your hand at the end of the arc and then snapping it back into its rest.

Because of this flicking technique, drawing a quickrazor is always a free action, but at the end of your action, you must stow the quickrazor in order to use it properly again on your next turn. Stowing the weapon after attacking with it in this fashion is a free action. Because you must stow the quickrazor at the end of each attack with it, you are treated as unarmed during other creatures’ actions.

If you draw a quickrazor and simply wield it instead of using its intended attack method, it counts as an improvised weapon, imposing a –⁠2 penalty on attack rolls even if you have the appropriate Exotic Weapon Proficiency feat. Quickrazors are easier to conceal than most weapons, and they grant a +4 bonus on Sleight of Hand checks to conceal them. Quickrazors grant a +2 bonus on Bluff checks made to feint in combat.

Attaching a quickrazor and sheath to your wrist so that it can be wielded properly is a full-round action that provokes attacks of opportunity. A character can have only one quickrazor attached to each wrist at a time.

Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.

Sai: With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

The sai is a special monk weapon. This designation gives a monk wielding a sai special options.

Scorpion Claws {Sa 98}: Designed as grappling weapons, scorpion claws are worn over the forearm. These metal weapons resemble scorpion pincers, and they open and close by means of an internal mechanical handle. Scorpion claws grant you a +4 bonus on grapple checks and can be used to deal slashing damage with a successful grapple check. The open claws can be used as a slashing weapon in melee combat, while the closed pincers can be used as a piercing weapon. The claws can be opened or closed as a free action. Since the claws strap onto the arm, you get a +4 bonus on opposed checks to avoid being disarmed. Scorpion claws come in pairs; the cost and weight given is for two.

Scorpion-Tail Whip {Sa 98}: A scorpion-tail whip is made from the dried tail of a Large monstrous scorpion, with the stinger intact. Used by some of the crueler desert tribes, the whip deals nonlethal damage except on a critical hit. On a critical hit, the whip deals lethal damage and injects a small amount of Large monstrous scorpion venom (injury, Fortitude DC 18, initial and secondary damage 1d6 Str), which is stored in a small bladder in the stinger. The bladder can hold only one dose at a time, and adding a dose of venom takes 1 minute. The whip can hold any other contact or injury poison (see page 297 of the Dungeon Master’s Guide for details on other poisons).

Scourge {CW 158}: This multitailed, barbed whip is often dipped in a poison delivered via injury. You get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the attack fails) with this weapon.

Scythe: A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See Armor for details.

Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a –⁠2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown.

Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Siangham: The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

Sickle: A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Skipping Blade {Sto 107}: This is a double-bladed throwing weapon, about the size of a shuriken but heavier. A skipping blade can’t be used as a melee weapon.

The blade is carefully shaped to allow skipping across water or another liquid surface. The weapon’s range increment is increased to 15 feet if there is an intervening body of water between the attacker and the opponent.

Although they are thrown weapons, skipping blades are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown. The price shown is for a set of three.

Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –⁠1 penalty on attack rolls.

Spear: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.

Spear, Dwarven Double {RoS 154}: A dwarven double spear is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting). A creature wielding a dwarven double spear in one hand can’t use it as a double weapon⁠—​only one end of the weapon can be used in any given round.

The weapon looks much like a standard spear, although the shaft is a bit thicker. The spearpoint is also longer and heavier, sharpened on the sides as well as the tip to allow for either slashing or piercing attacks. In addition, a second identical spear point is fastened to the butt of the spear, making the weapon doubly dangerous.

The tougher pointed ends on the blade allow the wielder to set the weapon against a charge. If you use a ready action to set a dwarven double spear against a charge, you deal double damage on a successful hit against a charging character.

Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.

Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor for details.

Stingray Whip {Sto 107}: The barbed tail of a stingray can be converted into a flexible weapon, something akin to a riding crop. A stingray whip deals no damage to any creature with a +2 or higher armor bonus or a natural armor bonus +4 or higher.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a stingray whip sized for you, even though it isn’t a light weapon for you.

The stingray tail no longer contains poison glands, but a residue of its venom remains. A creature that takes damage from the stingray whip must make a DC 12 Fortitude save or take a –⁠1 penalty on attack rolls, damage rolls, and skill checks from painful welts.

Treat a stingray whip as leather for purposes of sunder attempts.

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

Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Swordcatcher, Gnome {RoS 155}: This short, heavy sword resembles a broad-bladed short sword with two heavy prongs extending up from the hilt. These prongs are designed to help catch and disarm opponents’ weapons. When using a gnome swordcatcher, you gain a +4 bonus on attack rolls made to disarm an opponent (including the roll to avoid being disarmed yourself if such an attempt fails).

Thinblade, Elven {CW 158}: This rapierlike weapon is the size of a longsword, but much lighter. Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven thinblade.

Thrombash {Sa 98}: This fearsome weapon features two wicked, hooked blades facing in opposite directions at the end, and a third blade jutting at an angle near the hilt. A thrombash is an exotic ranged weapon; it can be up to 30 inches long and is awkward to throw without special training. A character can use a thrombash in melee as a martial weapon.

Tortoise Blade, Gnome {CW 158, RoS 155}: This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks like a turtle shell strapped to the wielder’s wrist, with a daggerlike blade jutting out where the wielder’s fingers should be.

A tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise blade you do not get the shield bonus to your AC.

A tortoise blade also provides a –⁠1 armor check penalty and incurs a 5% arcane spell failure chance for its wielder. Like a spiked shield, a tortoise blade can be enhanced as a weapon, as a shield, or both, but such enhancements must be paid for and applied separately.

Trident: This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.

Dwarves treat dwarven urgroshes as martial 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 on attack rolls. A masterwork weapon’s bonus on attack rolls does not stack with an enhancement bonus on attack rolls.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium 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. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Warmace {CW 158}: Anyone wielding a warmace takes a –⁠1 penalty to Armor Class because the weight of the weapon makes it difficult to recover quickly from swinging it. A warmace is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a warmace two-handed as a martial weapon.

Warpike, Dwarven {RoS 155}: The dwarven warpike resembles a halberd with a greatly elongated shaft, to the end of which a counterweight has been added. A dwarven warpike has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Normally, you strike with a dwarven warpike’s axe head, but the spike on the end is useful against charging opponents. If you use a ready action to set a dwarven warpike against a charge, you deal double damage on a successful hit against a charging character.

You can use the hook on the back of a dwarven warpike to make trip attacks. If you are tripped during your own trip attempt, you can drop the dwarven warpike to avoid being tripped.

Whip: A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Beyond Masterwork

There is crafting, and then there is masterwork crafting, and then there are secret techniques known by particular races or societies. Gathered here is a discourse on these exceptional techniques.

Dwarvencraft Items {RoS 159}

While masterwork weapons are available from any skilled craftsman, the dwarves have perfected their skills to an almost magical degree. They possess secrets of smithing and weapon engineering that outstrip cultures that are less challenged by both their natural environment and competition for its limited resources. While many dwarf weaponsmiths and armorers are capable of crafting masterwork items, as normal, dwarf smiths have created another category of quality that goes beyond masterwork. Appropriately, such items are generally referred to as dwarvencraft items.

Dwarvencraft items are always of masterwork quality. Only items crafted primarily of metal or stone are available in dwarvencraft quality. An item must be declared a dwarvencraft item at the time of its creation; items cannot be upgraded to dwarvencraft quality once finished. Dwarvencraft items are crafted using the rules for masterwork crafting. The dwarvencraft component of an item has a Craft DC of 22. Prices for dwarvencraft items include the cost for masterwork quality.

A dwarvencraft item is stronger and harder than a comparable masterwork item. A dwarvencraft item’s hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 bonus on all saving throws. All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical.

A dwarvencraft weapon costs 600 gp more than a standard weapon of its type. Dwarvencraft armor and shields cost 300 gp more than standard armor and shields.

Weapons from Lower or Higher Technologies

For more information on this, see Technology.

Armor

Armor Qualities

To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.

Armor and shields can take damage from some types of attacks.

Here is the format for armor entries (given as column headings on the Armor and Shields table).

Cost: The cost of the armor for Small or Medium humanoid creatures. See Armor for Unusual Creatures, below, for armor prices for other creatures.

Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.

Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC.

Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class.

Shields: Shields do not affect a character’s maximum Dexterity bonus.

Armor Check Penalty: Any armor heavier than leather hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a –⁠2 penalty on Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue.

Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells.

Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on the Armor and Shields table is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.

Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.

Speed: Medium or heavy armor slows the wearer down. The number on Armor and Shields table is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Shields: Shields do not affect a character’s speed.

Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

Table: Armor and Shields
ArmorCostArmor/Shield
Bonus
Maximum
Dex Bonus
Armor
Check Penalty
Arcane Spell
Failure Chance
SpeedWeight1
(30 ft.)(20 ft.)
Light Armor
CordSource: Stormwrack15 gp+2+5–⁠115%30 ft.20 ft.15 lb.
Feather cloakSource: Sandstorm1,000 gp+2+6010%30 ft.20 ft.3 lb.
Padded5 gp+1+805%30 ft.20 ft.10 lb.
Leather10 gp+2+6010%30 ft.20 ft.15 lb.
SharkskinSource: Stormwrack85 gp+3+6–⁠110%30 ft.20 ft.15 lb.
Silk swathesSource: Sandstorm400 gp+1+805%30 ft.20 ft.6 lb.
Studded leather25 gp+3+5–115%30 ft.20 ft.20 lb.
Chain shirt100 gp+4+4–220%30 ft.20 ft.25 lb.
Medium Armor
Hide15 gp+3+4–320%20 ft.15 ft.25 lb.
ShellSource: Stormwrack25 gp+3+3–⁠220%20 ft.15 ft.20 lb.
ChitinSource: Stormwrack75 gp+4+4–⁠330%20 ft.15 ft.20 lb.
Scale mail50 gp+4+3–⁠425%20 ft.15 ft.30 lb.
Chainmail150 gp+5+2–⁠530%20 ft.15 ft.40 lb.
Breastplate200 gp+5+3–425%20 ft.15 ft.30 lb.
Coral, livingSource: Stormwrack16,000 gp+6+3–⁠420%20 ft.15 ft.30 lb.
Heavy Armor
Splint mail200 gp+6+0–740%20 ft.215 ft.245 lb.
Banded mail250 gp+6+1–635%20 ft.215 ft.235 lb.
Half-plate600 gp+7+0–740%20 ft.215 ft.250 lb.
Full plate1,500 gp+8+1–635%20 ft.215 ft.250 lb.
Stone plateSource: Races of Stone750 gp+6+1–⁠730%20 ft.215 ft.235 lb.
Heavy plateSource: Races of Stone2,000 gp+9+0–⁠845%20 ft.215 ft.2100 lb.
Shields
Buckler15 gp+1–15%5 lb.
Shield, light wooden3 gp+1–15%5 lb.
Shield, light steel9 gp+1–15%6 lb.
Shield, heavy wooden7 gp+2–215%10 lb.
Shield, heavy steel20 gp+2–215%15 lb.
Shield, hideSource: Sandstorm50 gp+3–15%5 lb.
Shield, tower30 gp+43+2–1050%45 lb.
Shield, tower, steelSource: Races of Stone75 gp+4+2–⁠1050%100 lb.
Extras
Armor spikes+50 gp+10 lb.
Fast-donning strapsSource: Races of Stone+150 gp
FinsSource: Sandstorm+50 gp+2 lb.
Gauntlet, locked8 gpSpecial4+5 lb.
KeelSource: Stormwrack+50 gp+2 lb.
Riding strapsSource: Races of Stone+200 gp
Shield sheathSource: Races of Stone+25 gp
Signature crestSource: Races of Stone+50 gp
Shield spikes+10 gp+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.
Table: Exotic Armor and Shields
Exotic ArmorCostArmor/Shield
Bonus
Maximum
Dex Bonus
Armor
Check Penalty
Arcane Spell
Failure Chance
SpeedWeight1
(30 ft.)(20 ft.)
Light Armor
Twist cloth, gnomeSource: Races of Stone150 gp+105%30 ft.20 ft.5 lb.
Mammoth leatherSource: Races of Stone45 gp+4+4–⁠420%30 ft.20 ft.30 lb.
Medium Armor
Interlocking scaleSource: Races of Stone250 gp+4+2–⁠630%20 ft.15 ft.30 lb.
Tumbler’s breastplateSource: Races of Stone450 gp+5+4–⁠425%20 ft.15 ft.30 lb.
Heavy Armor
Interlocking plateSource: Races of Stone1,750 gp+8+0–⁠840%20 ft.215 ft.250 lb.
Battle plateSource: Races of Stone2,500 gp+9+1–⁠750%20 ft.215 ft.2125 lb.
Mountain plateSource: Races of Stone3,250 gp+10+0–⁠960%15 ft.310 ft.3225 lb.
Shields
Battle cloak, gnomeSource: Races of Stone5 gp+100%1 lb.
Shield, extreme woodenSource: Races of Stone10 gp+3–⁠415%15 lb.
Shield, extreme steelSource: Races of Stone30 gp+3–⁠415%25 lb.
Shield, gauntletSource: Races of Stone50 gp+2–⁠235%20 lb.
Shield, rider’sSource: Races of Stone75 gp+2–⁠215%15 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. You cannot run in mountain plate.

Armor Descriptions

Any special benefits or accessories to the types of armor found on the Armor and Shields table are described below.

Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage (see the Weapons Table) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –⁠4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)

An enhancement bonus to 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: The suit includes gauntlets.

Battle Cloak, Gnome {RoS 155}: This exotic shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent’s attacks. Since the cloak is not really a shield, it confers no shield bonus to wearers who do not have the appropriate exotic shield proficiency.

You cannot use a battle cloak to make a shield bash attack, but a proficient user can use it to make a disarm attempt. When using a gnome battle cloak, you gain a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

When used in combat, a gnome battlecloak occupies a hand just as a light shield does, allowing you to carry other items in that hand but not wield a weapon with it. Gnome battlecloaks are retrieved and readied just like other shields.

Battle Plate {RoS 155}: This exotic heavy armor consists of reinforced metal plates, a layer of padding worn under the armor, and a suit of light chain worn between the two. The armor includes gauntlets, metal-shod boots, a heavy helm, and carefully wrought joint guards. As with full plate, buckles and straps distribute the weight over the wearer’s body, so battle plate hampers movement less than heavy plate even though heavy plate is lighter.

Battle plate is dwarven armor, so a character with the Dwarven Armor Proficiency feat is considered proficient in its use.

Breastplate: It comes with a helmet and greaves.

Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –⁠1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round.

You can’t bash someone with a buckler.

Chain Shirt: A chain shirt comes with a steel cap.

Chainmail: The suit includes gauntlets.

Chitin {Sto 106}: Chitin armor is constructed from the shells of giant vermin or similar creatures. For aquatic races, monstrous crabs are the most popular source for chitin armor. The chitin is treated for flexibility and often cut and reshaped in long strips bound together by tightly woven cord where necessary.

Coral, Living {Sto 106}: Coral armor {AE 15} is heavy and difficult to craft. An expensive alternative is growing a casing of living coral over the wearer. The user wears a medallion crafted from a piece of living reef, from which coral grows to envelop the body. The living coral is tough but not as stony and inflexible as that of an established reef, allowing relatively free movement. It dies at sundown and regrows again at sunup; this process takes about 2 hours. Dark conditions also cause the coral to die, while extended light keeps it alive.

For an additional 500 gp, the following property can be grafted onto the coral.

Stinging Polyps: The coral polyps’ natural ability to sting prey is enhanced. Once per day, if you get a hold while grappling, the opponent must make a DC 14 Fortitude save or be paralyzed for 1d4 rounds.

Cord {Sto 106}: Made from hemp fibers or similarly tough seaweed woven and knotted into a thick, tough covering, cord armor is common in places where metalworking and leatherworking are not practiced.

Fast-Donning Straps {RoS 155}: Armor with fast-donning straps has been fitted with a simpler system of straps and buckles, making it much easier to don hastily. Whenever you don fast-donning armor hastily, you do not incur the normal increase in armor check penalty (although the armor’s armor bonus to AC is still 1 point less than normal).

Feather Cloak {Sa 99}: The waste is home to many birds, especially vultures. These creatures spend hours circling in the bright sunlight and baking updrafts of the desert, and their plumage helps protect them and keep them cool. Some clever waste-dwellers collect feathers and sew them onto a framework to create lightweight protection. Collecting so many feathers can take months, and considerable expertise is needed to create the garment, so feather cloaks are the purview of the wealthy and powerful. A feather cloak covers your torso and upper legs, having a broad brimmed cap to protect the head. This type of armor does not impose the usual –⁠4 penalty on Fortitude saves against damage dealt by hot environments and on Constitution checks to avoid heatstroke.

Fins {Sa 99}: When added to a suit of armor, these thin metal projections allow your body to radiate heat more efficiently. While wearing a suit of armor fitted with fins, you take only a –⁠2 penalty on Fortitude saves against damage dealt by hot environments and on Constitution checks to avoid heatstroke, instead of the usual –⁠4.

Full Plate: The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. 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 (2d4×100) gold pieces.

Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus on any roll made 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 applies only if you’re wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.

While the gauntlet is locked, you can’t use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)

Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.

Half-Plate: The suit includes gauntlets.

Heavy Plate Armor {RoS 155}: Forged for the strongest of warriors, heavy plate armor is simply a heavily reinforced suit of full plate armor.

Interlocking Plate {RoS 155}: This specially crafted suit of exotic armor consists of a suit of chainmail with metal plates covering vital areas. The plates are cunningly wrought, so that they lock together to offer greater protection when the wearer is relatively still. If you move no farther than 5 feet on your turn while wearing interlocking plate, you gain an additional +2 armor bonus to your Armor Class until the beginning of your next turn. This special armor bonus stacks with the armor bonus from the suit of interlocking plate (but not with armor bonuses from other sources).

Interlocking plate is dwarven armor, so a character with the Dwarven Armor Proficiency feat is considered proficient in its use.

Interlocking Scale {RoS 156}: This heavy suit of exotic armor includes a long coat and leggings made of leather covered with overlapping pieces of metal. The scales are cunningly wrought, so that they lock together to offer greater protection when the wearer is relatively still. If you move no farther than 5 feet on your turn while wearing interlocking scale, you gain an additional +2 armor bonus to your Armor Class until the beginning of your next turn. This special armor bonus stacks with the armor bonus from the suit of interlocking scale (but not with armor bonuses from other sources).

Interlocking scale is dwarven armor, so a character with the Dwarven Armor Proficiency feat is considered proficient in its use.

Keel {Sto 106}: This is a tapered ridge, like the long fin of an eel, that runs along the middle of the outer surface of a piece of armor, usually on the chest, back, and helmet. Adding a keel to a suit of armor lets the wearer move more efficiently through water. A suit of armor fitted with a keel grants the wearer a +2 circumstance bonus on Swim checks.

A keel does not confer any benefit to shields.

Mammoth Leather {RoS 157}: Perfected by goliath shamans, this thick, exotic leather armor is made from mammoth hide. Because of the leather’s thickness, the armor is extremely confining for those who do not have the appropriate Exotic Armor Proficiency feat. Wearing mammoth leather does not violate a druid’s spiritual oath.

Mountain Plate {RoS 157}: Made of thick metal plates bolted and fused together, this exotic heavy armor is incredibly massive. The suit includes plated gauntlets, metal-shod boots, a heavy helm, and reinforced joint guards.

A character wearing mountain plate cannot run. When wearing mountain plate, a dwarf’s speed is reduced as if he were not a dwarf (just as heavy armor would typically reduce the speed of a human or any other character who is not a dwarf).

Mountain plate is dwarven armor, so a character with the Dwarven Armor Proficiency feat is considered proficient in its use.

Mountain plate constructed of any material that would reduce its armor category from heavy to medium (such as mithral) gains all the benefits of the material except the armor category reduction. For example, mithral mountain plate would be heavy armor with a maximum Dexterity bonus of +2, an armor check penalty of –⁠6, and an arcane spell failure chance of 50%. The wearer’s speed remains as given for normal mountain plate.

Riding Straps {RoS 157}: Armor equipped with riding straps is specially fitted to allow the wearer maximum maneuverability while riding. Armor with the straps affixed grants a +1 circumstance bonus on Ride checks. This bonus stacks with the bonus a military saddle provides on Ride checks made to stay in the saddle.

Scale Mail: The suit includes gauntlets.

Sharkskin {Sto 106}: Similar to leather armor in appearance, sharkskin is treated so that the sharp toothlike scales covering the skin remain attached to the outside of the armor. Additionally, shark teeth are embedded along the forearms, shoulders, and legs, which count as armor spikes. Sharkskin armor provides a +6 circumstance bonus on Escape Artist checks made when the wearer is bound with rope or similar easily cut bindings.

Shell {Sto 106}: This armor is created from specially treated tortoise or monstrous crab shells. The armormaking process softens the shells, making them far more pliable and likely to bend instead of shatter when struck. Shell armor includes a breastplate, shoulder guards, and even gauntlets created from smaller and smaller shells. The main difference between shell and chitin armor is the degree of coverage; shell armor usually leaves the legs bare.

Shield, Extreme, Wooden or Steel: You strap a large or larger shield to your forearm and grip it with your hand. These exotic shields are so heavy that you can’t use your shield hand for anything else while using one, nor can you make shield bash attacks.

Wooden or Steel: Wooden and steel shields offer the same basic protection, but they respond differently to special attacks (such as warp wood and heat metal). You need only take the Exotic Shield Proficiency (extreme shield) feat once to use both the wooden and steel versions proficiently.

Shield, Gauntlet: A favorite of divine spellcasters, this exotic shield is a heavy steel shield built with a special bracing gauntlet. The special gauntlet allows you to carry other items in your shield hand (such as material spell components), although you cannot use weapons with it. The shield hand is likewise free to perform somatic spell components.

Shield, Heavy, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.

Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See the Weapons table for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Shield, Hide {Sa 99}: This tall, oval shield is made of animal hide stretched tightly over a wood or bone framework and reinforced with strips of hide. It is relatively lightweight while still providing cover as a tower shield does. By giving up your attacks for the round, you gain total cover. The shield does not, however, provide cover against targeted spells; a spellcaster can target the shield. Since it is made of lighter material than a tower shield, you take only a –⁠1 penalty on attack rolls while wielding a hide shield in combat. You cannot bash with a hide shield, nor can you use your shield hand for anything else.

Shield, Light, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.

Shield Bash Attacks: You can bash an opponent with a light shield, using it as an off-hand weapon. See the Weapons table for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Shield, Rider’s {RoS 158}: This high-quality exotic heavy wooden shield is longer and heavier than other heavy shields. If you have the Exotic Shield Proficiency (rider’s shield) feat and use a rider’s shield, you and your mount both gain the benefit of the shield’s AC bonus.

Shield Sheath {RoS 158}: This small sheath fits on the inside of a shield (but not a buckler) and holds one light weapon (of your size category or smaller). As long as you have the shield ready, drawing the weapon in the shield sheath is a free action. No shield can have more than one shield sheath attached to it.

Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.

When employing a tower shield in combat, you take a –⁠2 penalty on attack rolls because of the shield’s encumbrance.

Shield, Tower, Steel {RoS 158}: This shield is identical to the tower shield except that it is made of steel and therefore responds differently to special attacks such as warp wood and heat metal. Characters proficient with the normal (wooden) tower shield are also automatically proficient with the steel tower shield.

Shield Spikes: When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

Signature Crest {RoS 158}: Armor emblazoned with a signature crest allows others to easily recognize the wearer. Much like a noble’s signet ring, the crest is a customized design unique to an individual or family. Identifying a signature crest correctly requires a DC 20 Knowledge (nobility and royalty) check (although the DM can adjust this DC as needed to reflect the relative fame of the individual or family).

Silk Swathes {Sa 99}: Although the desert does not support silkworms, some inhabitants of the waste have access to this exotic fabric through trade. This sheer material is perfect for clothing in hot environments, and it can be used for armor. Silk swathes are nothing more than elaborately wrapped cloth strips. Air trapped between layers allows the skin to respire, while the material itself absorbs moisture readily and dries quickly. The wrapped layers are surprisingly effective against weapon blows. However, donning this armor is time-consuming and difficult, taking as long and following the same rules as for donning full plate. Silk swathes do not impose the usual –⁠4 penalty on Fortitude saves against damage dealt by hot environments and on Constitution checks to avoid heatstroke.

Splint Mail: The suit includes gauntlets.

Stone Plate {RoS 158}: This armor is made of interlocking stone plates, cunningly carved for both thinness and strength. A layer of cured hide underneath the stone prevents chafing and cushions the impact of blows. Several layers of stone plates usually hang over vital areas, and most of the armor’s weight hangs from the shoulders. The suit includes hide gauntlets with tiny stone plates sewn onto them. Wearing stone plate does not violate a druid’s spiritual oath.

Tumbler’s Breastplate {RoS 158}: This exotic armor resembles a normal breastplate that has been smoothed and polished to perfection. Those skilled in its use can take advantage of the breastplate’s protection when tumbling. The wearer receives a +2 circumstance bonus on Tumble checks, but the normal armor check penalty still applies.

Twist Cloth, Gnome {RoS 159}: This unusual exotic armor is made of loose, flowing cloth strips tied and hung on the wearer. Proficient wearers twist and sway within the armor, causing their opponents to strike empty air rather than armor whenever they miss with an attack. If you have the Exotic Armor Proficiency (gnome twist cloth) feat, the armor bonus from gnome twist cloth, including any enhancement bonus to AC, protects against touch attacks (unlike other armor bonuses to Armor Class, which do not apply against touch attacks).

Masterwork Armor

Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.

A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield. The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.

All magic armors and shields are automatically considered to be of masterwork quality.

You can’t add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

Even more esoteric (and expensive) crafting techniques may be applied to armor and shields as it is for weapons; see Beyond Masterwork above for more on this.

Armor for Unusual Creatures

Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.

Humanoid Nonhumanoid
SizeCostWeightCostWeight
Tiny or smaller1×1/2×1/10×1×1/10
Small×1×1/2×2×1/2
Medium×1×1×2×1
Large×2×2×4×2
Huge×4×5×8×5
Gargantuan×8×8×16×8
Colossal×16×12×32×12
  1. Divide armor bonus by 2.

Getting Into and Out of Armor

The time required to don armor depends on its type; see the Donning Armor table.

Don: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.

Don Hastily: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.

Remove: This column tells how long it takes to get the armor off. Loosing a shield (removing it from the arm and dropping it) is only a move action.

Table: Donning Armor
Armor TypeDonDon HastilyRemove
Shield (any)1 move actionn/a1 move action
Padded, leather, hide, studded leather, or chain shirt1 minute5 rounds1 minute1
Breastplate, scale mail, chainmail, banded mail, or splint mail4 minutes11 minute1 minute1
Half-plate or full plate4 minutes24 minutes11d4+1 minutes1
  1. If the 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.
  2. The wearer must have help to don this armor. Without help, it can be donned only hastily.

Goods and Services

Table: Goods and Services

Adventuring Gear
ItemCostWeight
Backpack (empty)2 gp2 lb.1
Barrel (empty)2 gp30 lb.
Basket (empty)4 sp1 lb.
Bedroll1 sp5 lb.1
Bell1 gp
Blanket, winter5 sp3 lb.1
Block and tackle5 gp5 lb.
Bottle, wine, glass2 gp
Bucket (empty)5 sp2 lb.
Caltrops1 gp2 lb.
Candle1 cp
Canvas (sq. yd.)1 sp1 lb.
Case, map or scroll1 gp½ lb.
Chain (10 ft.)30 gp2 lb.
Chalk, 1 piece1 cp
Chest (empty)2 gp25 lb.
Crowbar2 gp5 lb.
Firewood (per day)1 cp20 lb.
Fishhook1 sp
Fishing net, 25 sq. ft.4 gp5 lb.
Flask (empty)3 cp1½ lb.
Flint and steel1 gp
Grappling hook1 gp4 lb.
Hammer5 sp2 lb.
Ink (1 oz. vial)8 gp
Inkpen1 sp
Jug, clay3 cp9 lb.
Ladder, 10-foot5 cp20 lb.
Lamp, common1 sp1 lb.
Lantern, bullseye12 gp3 lb.
Lantern, hooded7 gp2 lb.
Lock1 lb.
Very simple20 gp1 lb.
Average40 gp1 lb.
Good80 gp1 lb.
Amazing150 gp1 lb.
Manacles15 gp2 lb.
Manacles, masterwork50 gp2 lb.
Mirror, small steel10 gp½ lb.
Mug/Tankard, clay2 cp1 lb.
Oil (1-pint flask)1 sp1 lb.
Paper (sheet)4 sp
Parchment (sheet)2 sp
Pick, miner’s3 gp10 lb.
Pitcher, clay2 cp5 lb.
Piton1 sp½ lb.
Pole, 10-foot2 sp8 lb.
Pot, iron5 sp10 lb.
Pouch, belt (empty)1 gp½ lb.1
Ram, portable10 gp20 lb.
Rations, trail (per day)5 sp1 lb.1
Rope, hempen (50 ft.)1 gp10 lb.
Rope, silk (50 ft.)10 gp5 lb.
Sack (empty)1 sp½ lb.1
Sealing wax1 gp1 lb.
Sewing needle5 sp
Signal whistle8 sp
Signet ring5 gp
Sledge1 gp10 lb.
Soap (per lb.)5 sp1 lb.
Spade or shovel2 gp8 lb.
Spyglass1,000 gp1 lb.
Tent10 gp20 lb.1
Torch1 cp1 lb.
Vial, ink or potion1 gp1/10 lb.
Waterskin (full)1 gp4 lb.1
Whetstone2 cp1 lb.
Special Substances and Items
ItemCostWeight
Acid (flask)10 gp1 lb.
Alchemist’s fire (flask)20 gp1 lb.
Antitoxin (vial)50 gp
Everburning torch110 gp1 lb.
Holy water (flask)25 gp1 lb.
Smokestick20 gp½ lb.
Sunrod2 gp1 lb.
Tanglefoot bag50 gp4 lb.
Thunderstone30 gp1 lb.
Tindertwig1 gp
Tools and Skill Kits
ItemCostWeight
Alchemist’s lab500 gp40 lb.
Artisan’s tools5 gp5 lb.
Artisan’s tools, masterwork55 gp5 lb.
Climber’s kit380 gp5 lb.1
Disguise kit50 gp8 lb.1
Healer’s kit50 gp1 lb.
Holly and mistletoe
Holy symbol, wooden1 gp
Holy symbol, silver25 gp1 lb.
Hourglass25 gp1 lb.
Magnifying glass100 gp
Musical instrument, common5 gp3 lb.1
Musical instrument, masterwork100 gp3 lb.1
Scale, merchant’s2 gp1 lb.
Sextant250 gp10 lb.
Spell component pouch5 gp2 lb.
Spellbook, wizard’s (blank)15 gp3 lb.
Thieves’ tools30 gp1 lb.
Thieves’ tools, masterwork100 gp2 lb.
Tool, masterwork50 gp1 lb.
Water clock1,000 gp200 lb.
Clothing
ItemCostWeight
Artisan’s outfit1 gp4 lb.1
Cleric’s vestments5 gp6 lb.1
Cold weather outfit8 gp7 lb.1
Courtier’s outfit30 gp6 lb.1
Entertainer’s outfit3 gp4 lb.1
Explorer’s outfit10 gp8 lb.1
Monk’s outfit5 gp2 lb.1
Noble’s outfit75 gp10 lb.1
Peasant’s outfit1 sp2 lb.1
Royal outfit200 gp15 lb.1
Scholar’s outfit5 gp6 lb.1
Traveler’s outfit1 gp5 lb.1
Food, Drink, and Lodging
ItemCostWeight
Ale
Gallon2 sp8 lb.
Mug4 cp1 lb.
Banquet (per person)10 gp
Bread, per loaf2 cp½ lb.
Cheese, hunk of1 sp½ lb.
Inn stay (per day)
Good2 gp
Common5 sp
Poor2 sp
Meals (per day)
Good5 sp
Common3 sp
Poor1 sp
Meat, chunk of3 sp½ lb.
Wine
Common (pitcher)2 sp6 lb.
Fine (bottle)10 gp1½ lb.
Mounts and Related Gear
ItemCostWeight
Barding
Medium creature×2×1
Large creature×4×2
Bit and bridle2 gp1 lb.
Dog, guard25 gp
Dog, riding150 gp
Donkey or mule8 gp
Feed (per day)5 cp10 lb.
Horse
Horse, heavy200 gp
Horse, light75 gp
Pony30 gp
Warhorse, heavy400 gp
Warhorse, light150 gp
Warpony100 gp
Saddle
Military20 gp30 lb.
Pack5 gp15 lb.
Riding10 gp25 lb.
Saddle, Exotic
Military60 gp40 lb.
Pack15 gp20 lb.
Riding30 gp30 lb.
Saddlebags4 gp8 lb.
Stabling (per day)5 sp
Transport
ItemCostWeight
Carriage100 gp600 lb.
Cart15 gp200 lb.
Galley30,000 gp
Keelboat3,000 gp
Longship10,000 gp
Rowboat50 gp100 lb.
Oar2 gp10 lb.
Sailing ship10,000 gp
Sled20 gp300 lb.
Wagon35 gp400 lb.
Warship25,000 gp
Spellcasting and Services
ServiceCost
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
Spell
0-levelCaster level × 5 gp2
1st-levelCaster level × 10 gp2
2nd-levelCaster level × 20 gp2
3rd-levelCaster level × 30 gp2
4th-levelCaster level × 40 gp2
5th-levelCaster level × 50 gp2
6th-levelCaster level × 60 gp2
7th-levelCaster level × 70 gp2
8th-levelCaster level × 80 gp2
9th-levelCaster level × 90 gp2

— 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.
  3. “Would this have helped?” 😏

Adventuring Gear

A few of the pieces of adventuring gear found on the Goods and Services table are described below, along with any special benefits they confer on the user (“you”).

Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops 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), it might 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 bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on 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 24 hours, or until the creature is successfully treated with a DC 15 Heal check, 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.

Caltrops may not be effective against unusual opponents.

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

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

Crowbar: This iron bar is made for levering closed items open. A crowbar is the perfect tool for prying open doors or chests, shattering chains, and the like, and it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).

Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.

Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.

Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.

Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.

Lock: The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

Manacles and Manacles, Masterwork: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the cost of the manacles.

For the same cost, you can buy manacles for a Small creature.

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

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash 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 a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.

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

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

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

Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.

Special Substances and Items

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Acid: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). 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 provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –⁠2 penalty on attack rolls and a –⁠4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –⁠4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

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 is at least a standard action.

Tools and Skill Kits

Alchemist’s Lab: An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (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: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–⁠2 penalty on Craft checks), if you can do the job at all.

Artisan’s Tools, Masterwork: These tools serve the same purpose as artisan’s tools (above), but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Climber’s Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.

Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.

Healer’s Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol.

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).

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

Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.

Scale, Merchant’s: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.

Sextant: A sextant is a sophisticated device used to determine a vessel’s position by measuring the angle formed by the sun or stars and the horizon. It uses mirrors and care fully graduated scales to sight a heavenly body, whose position is compared to a listing in an almanac for the day and year of measure ment. A sextant grants a +2 circumstance bonus on Knowledge (geography) checks to set and hold course. {Sto 108}

Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.

Spellbook, Wizard’s (Blank): A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

Thieves’ Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a –⁠2 circumstance penalty on Disable Device and Open Locks checks.

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

Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on 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.

Clothing

A beginning character is assumed to have an artisan’s, entertainer’s, explorer’s, monk’s, peasant’s, scholar’s, or traveler’s outfit. This first outfit is free and does not count against the amount of weight a character can carry.

Artisan’s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.

Cleric’s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.

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

Courtier’s Outfit: This outfit includes 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 (–⁠2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Entertainer’s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you 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 over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you 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. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

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).

Peasant’s Outfit: This set of clothes consists of 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 clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar’s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler’s Outfit: This set of clothes consists of 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

Many travelers are lodged by guilds, churches, family, or nobility. Adventurers, however, typically pay for hospitality.

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow. Good accommodations consist of 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, 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

Horses and other mounts let you travel faster and more easily.

Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on the Armor and Shields table.

Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.

Base Speed
Barding(40 ft.)(50 ft.)(60 ft.)
Medium30 ft.35 ft.40 ft.
Heavy30 ft.135 ft.140 ft.1
  1. A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple.

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

Removing and fitting barding takes five times as long as the figures given on the Donning Armor table. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.

Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.

Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is 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 is much better. If you have a riding dog, you have to feed it at least some meat.

Horse: A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.

Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat. (See the Ride skill.)

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

Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).

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

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

Transport

If you can’t go where you need to by horse⁠—whether because of excess gear or distance⁠—you’ll need some other form of transport.

Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.

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

Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 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.

Keelboat: This 50- to 75-foot-long ship 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 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.

Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.

Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1½ miles per hour.

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

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. A sled comes with the harness needed to pull it.

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

Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn’t room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2½ miles per hour when being rowed or under sail.

Spellcasting and Services

Sometimes the best solution for a problem is to hire someone else to take care of it.

Coach Cab: The price given 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 copper piece usually takes you anywhere you need to go.

Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.

Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.

Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.

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 for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).

Ship’s Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.

Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.

The cost given 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 that component to the cost of the spell.

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

Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.

In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells.