srd
SRD
Equipment
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 ————
| CP | SP | GP | PP | |
|---|---|---|---|---|
| Copper piece (cp) = | 1 | 1/10 | 1/100 | 1/1,000 |
| Silver piece (sp) = | 10 | 1 | 1/10 | 1/100 |
| Gold piece (gp) = | 100 | 10 | 1 | 1/10 |
| Platinum piece (pp) = | 1,000 | 100 | 10 | 1 |
Wealth Other Than Coins
Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.
Table: Trade Goods
| Cost | Item |
|---|---|
| 1 cp | One pound of wheat |
| 2 cp | One pound of flour, or one chicken |
| 1 sp | One pound of iron |
| 5 sp | One pound of tobacco or copper |
| 1 gp | One pound of cinnamon, or one goat |
| 2 gp | One pound of ginger or pepper, or one sheep |
| 3 gp | One pig |
| 4 gp | One square yard of linen |
| 5 gp | One pound of salt or silver |
| 10 gp | One square yard of silk, or one cow |
| 15 gp | One pound of saffron or cloves, or one ox |
| 50 gp | One pound of gold |
| 500 gp | One 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 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 1/2 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 1-1/2 times the character’s Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 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 Table: Weapons, below).
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 “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. 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. Table: Tiny and Large Weapon Damage gives weapon damage values for weapons of those sizes.
Table: Tiny and Large Weapon Damage
| Medium Weapon Damage | Tiny Weapon Damage | Large Weapon Damage |
|---|---|---|
| 1d2 | — | 1d3 |
| 1d3 | 1 | 1d4 |
| 1d4 | 1d2 | 1d6 |
| 1d6 | 1d3 | 1d8 |
| 1d8 | 1d4 | 2d6 |
| 1d10 | 1d6 | 2d8 |
| 1d12 | 1d8 | 3d6 |
| 2d4 | 1d4 | 2d6 |
| 2d6 | 1d8 | 3d6 |
| 2d8 | 1d10 | 3d8 |
| 2d10 | 2d6 | 4d8 |
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.
x*2:* The weapon deals double damage on a critical hit.
x*3:* The weapon deals triple damage on a critical hit.
x*3/x*4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
x*4:* The weapon deals quadruple damage on a critical hit.
19–20/*x*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/*x*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, piercing, or slashing. 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. 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.
Special: Some weapons have special features. See the weapon descriptions for details.
Weapon Descriptions
Table: Weapons
| Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight<sup>1</sup> | Type<sup>2</sup> |
|---|---|---|---|---|---|---|---|
| Unarmed Attacks | |||||||
| Gauntlet | 2 gp | 1d2 | 1d3 | x2 | — | 1 lb. | Bludgeoning |
| Unarmed strike | — | 1d2<sup>3</sup> | 1d3<sup>3</sup> | x2 | — | — | Bludgeoning |
| Light Melee Weapons | |||||||
| Dagger | 2 gp | 1d3 | 1d4 | 19–20/x2 | 10 ft. | 1 lb. | Piercing or slashing |
| Dagger, punching | 2 gp | 1d3 | 1d4 | x3 | — | 1 lb. | Piercing |
| Gauntlet, spiked | 5 gp | 1d3 | 1d4 | x2 | — | 1 lb. | Piercing |
| Mace, light | 5 gp | 1d4 | 1d6 | x2 | — | 4 lb. | Bludgeoning |
| Sickle | 6 gp | 1d4 | 1d6 | x2 | — | 2 lb. | Slashing |
| One-Handed Melee Weapons | |||||||
| Club | — | 1d4 | 1d6 | x2 | 10 ft. | 3 lb. | Bludgeoning |
| Mace, heavy | 12 gp | 1d6 | 1d8 | x2 | — | 8 lb. | Bludgeoning |
| Morningstar | 8 gp | 1d6 | 1d8 | x2 | — | 6 lb. | Bludgeoning and piercing |
| Shortspear | 1 gp | 1d4 | 1d6 | x2 | 20 ft. | 3 lb. | Piercing |
| Two-Handed Melee Weapons | |||||||
| Longspear<sup>4</sup> | 5 gp | 1d6 | 1d8 | x3 | — | 9 lb. | Piercing |
| Quarterstaff<sup>5</sup> | — | 1d4/1d4 | 1d6/1d6 | x2 | — | 4 lb. | Bludgeoning |
| Spear | 2 gp | 1d6 | 1d8 | x3 | 20 ft. | 6 lb. | Piercing |
| Ranged Weapons | |||||||
| Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19–20/x2 | 120 ft. | 8 lb. | Piercing |
| Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
| Crossbow, light | 35 gp | 1d6 | 1d8 | 19–20/x2 | 80 ft. | 4 lb. | Piercing |
| Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
| Dart | 5 sp | 1d3 | 1d4 | x2 | 20 ft. | 1/2 lb. | Piercing |
| Javelin | 1 gp | 1d4 | 1d6 | x2 | 30 ft. | 2 lb. | Piercing |
| Sling | — | 1d3 | 1d4 | x2 | 50 ft. | 0 lb. | Bludgeoning |
| Bullets, sling (10) | 1 sp | — | — | — | — | 5 lb. | — |
| Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type<sup>2</sup> |
| Light Melee Weapons | |||||||
| Axe, throwing | 8 gp | 1d4 | 1d6 | x2 | 10 ft. | 2 lb. | Slashing |
| Hammer, light | 1 gp | 1d3 | 1d4 | x2 | 20 ft. | 2 lb. | Bludgeoning |
| Handaxe | 6 gp | 1d4 | 1d6 | x3 | — | 3 lb. | Slashing |
| Kukri | 8 gp | 1d3 | 1d4 | 18–20/x2 | — | 2 lb. | Slashing |
| Pick, light | 4 gp | 1d3 | 1d4 | x4 | — | 3 lb. | Piercing |
| Sap | 1 gp | 1d4<sup>3</sup> | 1d6<sup>3</sup> | x2 | — | 2 lb. | Bludgeoning |
| Shield, light | special | 1d2 | 1d3 | x2 | — | special | Bludgeoning |
| Spiked armor | special | 1d4 | 1d6 | x2 | — | special | Piercing |
| Spiked shield, light | special | 1d3 | 1d4 | x2 | — | special | Piercing |
| Sword, short | 10 gp | 1d4 | 1d6 | 19–20/x2 | — | 2 lb. | Piercing |
| One-Handed Melee Weapons | |||||||
| Battleaxe | 10 gp | 1d6 | 1d8 | x3 | — | 6 lb. | Slashing |
| Flail | 8 gp | 1d6 | 1d8 | x2 | — | 5 lb. | Bludgeoning |
| Longsword | 15 gp | 1d6 | 1d8 | 19–20/x2 | — | 4 lb. | Slashing |
| Pick, heavy | 8 gp | 1d4 | 1d6 | x4 | — | 6 lb. | Piercing |
| Rapier | 20 gp | 1d4 | 1d6 | 18–20/x2 | — | 2 lb. | Piercing |
| Scimitar | 15 gp | 1d4 | 1d6 | 18–20/x2 | — | 4 lb. | Slashing |
| Shield, heavy | special | 1d3 | 1d4 | x2 | — | special | Bludgeoning |
| Spiked shield, heavy | special | 1d4 | 1d6 | x2 | — | special | Piercing |
| Trident | 15 gp | 1d6 | 1d8 | x2 | 10 ft. | 4 lb. | Piercing |
| Warhammer | 12 gp | 1d6 | 1d8 | x3 | — | 5 lb. | Bludgeoning |
| Two-Handed Melee Weapons | |||||||
| Falchion | 75 gp | 1d6 | 2d4 | 18–20/x2 | — | 8 lb. | Slashing |
| Glaive<sup>4</sup> | 8 gp | 1d8 | 1d10 | x3 | — | 10 lb. | Slashing |
| Greataxe | 20 gp | 1d10 | 1d12 | x3 | — | 12 lb. | Slashing |
| Greatclub | 5 gp | 1d8 | 1d10 | x2 | — | 8 lb. | Bludgeoning |
| Flail, heavy | 15 gp | 1d8 | 1d10 | 19–20/x2 | — | 10 lb. | Bludgeoning |
| Greatsword | 50 gp | 1d10 | 2d6 | 19–20/x2 | — | 8 lb. | Slashing |
| Guisarme<sup>4</sup> | 9 gp | 1d6 | 2d4 | x3 | — | 12 lb. | Slashing |
| Halberd | 10 gp | 1d8 | 1d10 | x3 | — | 12 lb. | Piercing or slashing |
| Lance<sup>4</sup> | 10 gp | 1d6 | 1d8 | x3 | — | 10 lb. | Piercing |
| Ranseur<sup>4</sup> | 10 gp | 1d6 | 2d4 | x3 | — | 12 lb. | Piercing |
| Scythe | 18 gp | 1d6 | 2d4 | x4 | — | 10 lb. | Piercing or slashing |
| Ranged Weapons | |||||||
| Longbow | 75 gp | 1d6 | 1d8 | x3 | 100 ft. | 3 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Longbow, composite | 100 gp | 1d6 | 1d8 | x3 | 110 ft. | 3 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Shortbow | 30 gp | 1d4 | 1d6 | x3 | 60 ft. | 2 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Shortbow, composite | 75 gp | 1d4 | 1d6 | x3 | 70 ft. | 2 lb. | Piercing |
| Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
| Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight<sup>1</sup> | Type<sup>2</sup> |
| Light Melee Weapons | |||||||
| Kama | 2 gp | 1d4 | 1d6 | x2 | — | 2 lb. | Slashing |
| Nunchaku | 2 gp | 1d4 | 1d6 | x2 | — | 2 lb. | Bludgeoning |
| Sai | 1 gp | 1d3 | 1d4 | x2 | 10 ft. | 1 lb. | Bludgeoning |
| Siangham | 3 gp | 1d4 | 1d6 | x2 | — | 1 lb. | Piercing |
| One-Handed Melee Weapons | |||||||
| Sword, bastard | 35 gp | 1d8 | 1d10 | 19–20/x2 | — | 6 lb. | Slashing |
| Waraxe, dwarven | 30 gp | 1d8 | 1d10 | x3 | — | 8 lb. | Slashing |
| Whip<sup>4</sup> | 1 gp | 1d2<sup>3</sup> | 1d3<sup>3</sup> | x2 | 2 lb. | Slashing | |
| Two-Handed Melee Weapons | |||||||
| Axe, orc double<sup>5</sup> | 60 gp | 1d6/1d6 | 1d8/1d8 | x3 | — | 15 lb. | Slashing |
| Chain, spiked<sup>4</sup> | 25 gp | 1d6 | 2d4 | x2 | — | 10 lb. | Piercing |
| Flail, dire<sup>5</sup> | 90 gp | 1d6/1d6 | 1d8/1d8 | x2 | — | 10 lb. | Bludgeoning |
| Hammer,<br>gnome hooked<sup>5</sup> | 20 gp | 1d6/1d4 | 1d8/1d6 | x3/x4 | — | 6 lb. | Bludgeoning and piercing |
| Sword, two-bladed<sup>5</sup> | 100 gp | 1d6/1d6 | 1d8/1d8 | 19–20/x2 | — | 10 lb. | Slashing |
| Urgrosh, dwarven<sup>5</sup> | 50 gp | 1d6/1d4 | 1d8/1d6 | x3 | — | 12 lb. | Slashing or piercing |
| Ranged Weapons | |||||||
| Bolas | 5 gp | 1d3<sup>3</sup> | 1d4<sup>3</sup> | x2 | 10 ft. | 2 lb. | Bludgeoning |
| Crossbow, hand | 100 gp | 1d3 | 1d4 | 19–20/x2 | 30 ft. | 2 lb. | Piercing |
| Bolts (10) | 1 gp | — | — | — | — | 1 lb. | — |
| Crossbow,<br>repeating heavy | 400 gp | 1d8 | 1d10 | 19–20/x2 | 120 ft. | 12 lb. | Piercing |
| Bolts (5) | 1 gp | — | — | — | 1 lb. | — | |
| Crossbow,<br>repeating light | 250 gp | 1d6 | 1d8 | 19–20/x2 | 80 ft. | 6 lb. | Piercing |
| Bolts (5) | 1 gp | — | — | — | 1 lb. | — | |
| Net | 20 gp | — | — | 10 ft. | 6 lb. | — | |
| Shuriken (5) | 1 gp | 1 | 1d2 | x2 | 10 ft. | 1/2 lb. | Piercing |
| 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. | |||||||
| 2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.” | |||||||
| 3 The weapon deals nonlethal damage rather than lethal damage. | |||||||
| 4 Reach weapon. | |||||||
| 5 Double weapon. |
Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.
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.
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.
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 Table: Armor and Shields, below).
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 Table: Armor and Shields 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 Table: Armor and Shields 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
–— Speed —–
| Armor | Cost | Armor/Shield<br>Bonus | Maximum<br>Dex Bonus | Armor<br>Check Penalty | Arcane Spell<br>Failure Chance | (30 ft.) | (20 ft.) | Weight<sup>1</sup> |
|---|---|---|---|---|---|---|---|---|
| Light armor | ||||||||
| Padded | 5 gp | +1 | +8 | 0 | 5% | 30 ft. | 20 ft. | 10 lb. |
| Leather | 10 gp | +2 | +6 | 0 | 10% | 30 ft. | 20 ft. | 15 lb. |
| Studded leather | 25 gp | +3 | +5 | –1 | 15% | 30 ft. | 20 ft. | 20 lb. |
| Chain shirt | 100 gp | +4 | +4 | –2 | 20% | 30 ft. | 20 ft. | 25 lb. |
| Medium armor | ||||||||
| Hide | 15 gp | +3 | +4 | –3 | 20% | 20 ft. | 15 ft. | 25 lb. |
| Scale mail | 50 gp | +4 | +3 | –4 | 25% | 20 ft. | 15 ft. | 30 lb. |
| Chainmail | 150 gp | +5 | +2 | –5 | 30% | 20 ft. | 15 ft. | 40 lb. |
| Breastplate | 200 gp | +5 | +3 | –4 | 25% | 20 ft. | 15 ft. | 30 lb. |
| Heavy armor | ||||||||
| Splint mail | 200 gp | +6 | +0 | –7 | 40% | 20 ft.<sup>2</sup> | 15 ft.<sup>2</sup> | 45 lb. |
| Banded mail | 250 gp | +6 | +1 | –6 | 35% | 20 ft.<sup>2</sup> | 15 ft.<sup>2</sup> | 35 lb. |
| Half-plate | 600 gp | +7 | +0 | –7 | 40% | 20 ft.<sup>2</sup> | 15 ft.<sup>2</sup> | 50 lb. |
| Full plate | 1,500 gp | +8 | +1 | –6 | 35% | 20 ft.<sup>2</sup> | 15 ft.<sup>2</sup> | 50 lb. |
| Shields | ||||||||
| Buckler | 15 gp | +1 | — | –1 | 5% | — | — | 5 lb. |
| Shield, light wooden | 3 gp | +1 | — | –1 | 5% | — | — | 5 lb. |
| Shield, light steel | 9 gp | +1 | — | –1 | 5% | — | — | 6 lb. |
| Shield, heavy wooden | 7 gp | +2 | — | –2 | 15% | — | — | 10 lb. |
| Shield, heavy steel | 20 gp | +2 | — | –2 | 15% | — | — | 15 lb. |
| Shield, tower | 30 gp | +4<sup>3</sup> | +2 | –10 | 50% | — | — | 45 lb. |
| Extras | ||||||||
| Armor spikes | +50 gp | — | — | — | — | — | — | +10 lb. |
| Gauntlet, locked | 8 gp | — | — | Special | <sup>4</sup> | — | — | +5 lb. |
| 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. |
Armor Descriptions
Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below.
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.
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 | |||
|---|---|---|---|---|
| Size | Cost | Weight | Cost | Weight |
| Tiny or smaller<sup>1</sup> | x1/2 | x1/10 | x1 | x1/10 |
| Small | x1 | x1/2 | x2 | x1/2 |
| Medium | x1 | x1 | x2 | x1 |
| Large | x2 | x2 | x4 | x2 |
| Huge | x4 | x5 | x8 | x5 |
| Gargantuan | x8 | x8 | x16 | x8 |
| Colossal | x16 | x12 | x32 | x12 |
| 1 Divide armor bonus by 2. |
Getting Into and Out of Armor
The time required to don armor depends on its type; see Table: Donning Armor.
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 Type | Don | Don Hastily | Remove |
|---|---|---|---|
| Shield (any) | 1 move action | n/a | 1 move action |
| Padded, leather, hide, studded leather, or chain shirt | 1 minute | 5 rounds | 1 minute<sup>1</sup> |
| Breastplate, scale mail, chainmail, banded mail, or splint mail | 4 minutes<sup>1</sup> | 1 minute | 1 minute<sup>1</sup> |
| Half-plate or full plate | 4 minutes<sup>2</sup> | 4 minutes<sup>1</sup> | 1d4+1 minutes<sup>1</sup> |
| 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
| Item | Cost | Weight |
|---|---|---|
| Backpack (empty) | 2 gp | 2 lb.<sup>1</sup> |
| Barrel (empty) | 2 gp | 30 lb. |
| Basket (empty) | 4 sp | 1 lb. |
| Bedroll | 1 sp | 5 lb.<sup>1</sup> |
| Bell | 1 gp | — |
| Blanket, winter | 5 sp | 3 lb.<sup>1</sup> |
| Block and tackle | 5 gp | 5 lb. |
| Bottle, wine, glass | 2 gp | — |
| Bucket (empty) | 5 sp | 2 lb. |
| Caltrops | 1 gp | 2 lb. |
| Candle | 1 cp | — |
| Canvas (sq. yd.) | 1 sp | 1 lb. |
| Case, map or scroll | 1 gp | 1/2 lb. |
| Chain (10 ft.) | 30 gp | 2 lb. |
| Chalk, 1 piece | 1 cp | — |
| Chest (empty) | 2 gp | 25 lb. |
| Crowbar | 2 gp | 5 lb. |
| Firewood (per day) | 1 cp | 20 lb. |
| Fishhook | 1 sp | — |
| Fishing net, 25 sq. ft. | 4 gp | 5 lb. |
| Flask (empty) | 3 cp | 1-1/2 lb. |
| Flint and steel | 1 gp | — |
| Grappling hook | 1 gp | 4 lb. |
| Hammer | 5 sp | 2 lb. |
| Ink (1 oz. vial) | 8 gp | — |
| Inkpen | 1 sp | — |
| Jug, clay | 3 cp | 9 lb. |
| Ladder, 10-foot | 5 cp | 20 lb. |
| Lamp, common | 1 sp | 1 lb. |
| Lantern, bullseye | 12 gp | 3 lb. |
| Lantern, hooded | 7 gp | 2 lb. |
| Lock | 1 lb. | |
| Very simple | 20 gp | 1 lb. |
| Average | 40 gp | 1 lb. |
| Good | 80 gp | 1 lb. |
| Amazing | 150 gp | 1 lb. |
| Manacles | 15 gp | 2 lb. |
| Manacles, masterwork | 50 gp | 2 lb. |
| Mirror, small steel | 10 gp | 1/2 lb. |
| Mug/Tankard, clay | 2 cp | 1 lb. |
| Oil (1-pint flask) | 1 sp | 1 lb. |
| Paper (sheet) | 4 sp | — |
| Parchment (sheet) | 2 sp | — |
| Pick, miner’s | 3 gp | 10 lb. |
| Pitcher, clay | 2 cp | 5 lb. |
| Piton | 1 sp | 1/2 lb. |
| Pole, 10-foot | 2 sp | 8 lb. |
| Pot, iron | 5 sp | 10 lb. |
| Pouch, belt (empty) | 1 gp | 1/2 lb.<sup>1</sup> |
| Ram, portable | 10 gp | 20 lb. |
| Rations, trail (per day) | 5 sp | 1 lb.<sup>1</sup> |
| Rope, hempen (50 ft.) | 1 gp | 10 lb. |
| Rope, silk (50 ft.) | 10 gp | 5 lb. |
| Sack (empty) | 1 sp | 1/2 lb.<sup>1</sup> |
| Sealing wax | 1 gp | 1 lb. |
| Sewing needle | 5 sp | — |
| Signal whistle | 8 sp | — |
| Signet ring | 5 gp | — |
| Sledge | 1 gp | 10 lb. |
| Soap (per lb.) | 5 sp | 1 lb. |
| Spade or shovel | 2 gp | 8 lb. |
| Spyglass | 1,000 gp | 1 lb. |
| Tent | 10 gp | 20 lb.<sup>1</sup> |
| Torch | 1 cp | 1 lb. |
| Vial, ink or potion | 1 gp | 1/10 lb. |
| Waterskin | 1 gp | 4 lb.<sup>1</sup> |
| Whetstone | 2 cp | 1 lb. |
| Special Substances and Items | ||
| Item | Cost | Weight |
| Acid (flask) | 10 gp | 1 lb. |
| Alchemist’s fire (flask) | 20 gp | 1 lb. |
| Antitoxin (vial) | 50 gp | — |
| Everburning torch | 110 gp | 1 lb. |
| Holy water (flask) | 25 gp | 1 lb. |
| Smokestick | 20 gp | 1/2 lb. |
| Sunrod | 2 gp | 1 lb. |
| Tanglefoot bag | 50 gp | 4 lb. |
| Thunderstone | 30 gp | 1 lb. |
| Tindertwig | 1 gp | — |
| Tools and Skill Kits | ||
| Item | Cost | Weight |
| Alchemist’s lab | 500 gp | 40 lb. |
| Artisan’s tools | 5 gp | 5 lb. |
| Artisan’s tools, masterwork | 55 gp | 5 lb. |
| Climber’s kit | 80 gp | 5 lb.<sup>1</sup> |
| Disguise kit | 50 gp | 8 lb.<sup>1</sup> |
| Healer’s kit | 50 gp | 1 lb. |
| Holly and mistletoe | — | — |
| Holy symbol, wooden | 1 gp | — |
| Holy symbol, silver | 25 gp | 1 lb. |
| Hourglass | 25 gp | 1 lb. |
| Magnifying glass | 100 gp | — |
| Musical instrument, common | 5 gp | 3 lb.<sup>1</sup> |
| Musical instrument, masterwork | 100 gp | 3 lb.<sup>1</sup> |
| Scale, merchant’s | 2 gp | 1 lb. |
| Spell component pouch | 5 gp | 2 lb. |
| Spellbook, wizard’s (blank) | 15 gp | 3 lb. |
| Thieves’ tools | 30 gp | 1 lb. |
| Thieves’ tools, masterwork | 100 gp | 2 lb. |
| Tool, masterwork | 50 gp | 1 lb. |
| Water clock | 1,000 gp | 200 lb. |
| Clothing | ||
| Item | Cost | Weight |
| Artisan’s outfit | 1 gp | 4 lb.<sup>1</sup> |
| Cleric’s vestments | 5 gp | 6 lb.<sup>1</sup> |
| Cold weather outfit | 8 gp | 7 lb.<sup>1</sup> |
| Courtier’s outfit | 30 gp | 6 lb.<sup>1</sup> |
| Entertainer’s outfit | 3 gp | 4 lb.<sup>1</sup> |
| Explorer’s outfit | 10 gp | 8 lb.<sup>1</sup> |
| Monk’s outfit | 5 gp | 2 lb.<sup>1</sup> |
| Noble’s outfit | 75 gp | 10 lb.<sup>1</sup> |
| Peasant’s outfit | 1 sp | 2 lb.<sup>1</sup> |
| Royal outfit | 200 gp | 15 lb.<sup>1</sup> |
| Scholar’s outfit | 5 gp | 6 lb.<sup>1</sup> |
| Traveler’s outfit | 1 gp | 5 lb.<sup>1</sup> |
| Food, Drink, and Lodging | ||
| Item | Cost | Weight |
| Ale | ||
| Gallon | 2 sp | 8 lb. |
| Mug | 4 cp | 1 lb. |
| Banquet (per person) | 10 gp | — |
| Bread, per loaf | 2 cp | 1/2 lb. |
| Cheese, hunk of | 1 sp | 1/2 lb. |
| Inn stay (per day) | ||
| Good | 2 gp | — |
| Common | 5 sp | — |
| Poor | 2 sp | — |
| Meals (per day) | ||
| Good | 5 sp | — |
| Common | 3 sp | — |
| Poor | 1 sp | — |
| Meat, chunk of | 3 sp | 1/2 lb. |
| Wine | ||
| Common (pitcher) | 2 sp | 6 lb. |
| Fine (bottle) | 10 gp | 1-1/2 lb. |
| Mounts and Related Gear | ||
| Item | Cost | Weight |
| Barding | ||
| Medium creature | x2 | x1 |
| Large creature | x4 | x2 |
| Bit and bridle | 2 gp | 1 lb. |
| Dog, guard | 25 gp | — |
| Dog, riding | 150 gp | — |
| Donkey or mule | 8 gp | — |
| Feed (per day) | 5 cp | 10 lb. |
| Horse | ||
| Horse, heavy | 200 gp | — |
| Horse, light | 75 gp | — |
| Pony | 30 gp | — |
| Warhorse, heavy | 400 gp | — |
| Warhorse, light | 150 gp | — |
| Warpony | 100 gp | — |
| Saddle | ||
| Military | 20 gp | 30 lb. |
| Pack | 5 gp | 15 lb. |
| Riding | 10 gp | 25 lb. |
| Saddle, Exotic | ||
| Military | 60 gp | 40 lb. |
| Pack | 15 gp | 20 lb. |
| Riding | 30 gp | 30 lb. |
| Saddlebags | 4 gp | 8 lb. |
| Stabling (per day) | 5 sp | — |
| Transport | ||
| Item | Cost | Weight |
| Carriage | 100 gp | 600 lb. |
| Cart | 15 gp | 200 lb. |
| Galley | 30,000 gp | — |
| Keelboat | 3,000 gp | — |
| Longship | 10,000 gp | — |
| Rowboat | 50 gp | 100 lb. |
| Oar | 2 gp | 10 lb. |
| Sailing ship | 10,000 gp | — |
| Sled | 20 gp | 300 lb. |
| Wagon | 35 gp | 400 lb. |
| Warship | 25,000 gp | — |
| Spellcasting and Services | ||
| Service | Cost | |
| Coach cab | 3 cp per mile | |
| Hireling, trained | 3 sp per day | |
| Hireling, untrained | 1 sp per day | |
| Messenger | 2 cp per mile | |
| Road or gate toll | 1 cp | |
| Ship’s passage | 1 sp per mile | |
| Spell, 0-level | Caster level x 5 gp<sup>2</sup> | |
| Spell, 1st-level | Caster level x 10 gp<sup>2</sup> | |
| Spell, 2nd-level | Caster level x 20 gp<sup>2</sup> | |
| Spell, 3rd-level | Caster level x 30 gp<sup>2</sup> | |
| Spell, 4th-level | Caster level x 40 gp<sup>2</sup> | |
| Spell, 5th-level | Caster level x 50 gp<sup>2</sup> | |
| Spell, 6th-level | Caster level x 60 gp<sup>2</sup> | |
| Spell, 7th-level | Caster level x 70 gp<sup>2</sup> | |
| Spell, 8th-level | Caster level x 80 gp<sup>2</sup> | |
| Spell, 9th-level | Caster level x 90 gp<sup>2</sup> | |
| — 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. |
Adventuring Gear
few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user (“you”).
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.
Food, Drink, and Lodging
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.
Mounts and Related Gear
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
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.
Spellcasting and Services
Sometimes the best solution for a problem is to hire someone else to take care of it.
Special Materials
In addition to magic items created with spells, some substances have innate special properties.
If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.
Special Weapons Materials
Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.
Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
| Type of Adamantine Item | Item Cost Modifier |
|---|---|
| Ammunition | +60 gp |
| Light armor | +5,000 gp |
| Medium armor | +10,000 gp |
| Heavy armor | +15,000 gp |
| Weapon | +3,000 gp |
Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
Darkwood has 10 hit points per inch of thickness and hardness 5.
Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.
Because dragonhide armor isn’t made of metal, druids can wear it without penalty.
Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Dragonhide has 10 hit points per inch of thickness and hardness 10.
Iron, Cold: This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.
A double weapon that has only half of it made of cold iron increases its cost by 50%.
Cold iron has 30 hit points per inch of thickness and hardness 10.
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)
Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
| Type of Mithral Item | Item Cost Modifier |
|---|---|
| Light armor | +1,000 gp |
| Medium armor | +4,000 gp |
| Heavy armor | +9,000 gp |
| Shield | +1,000 gp |
| Other items | +500 gp/lb. |
Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.
On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.
Alchemical silver has 10 hit points per inch of thickness and hardness 8.
| Type of Alchemical Silver Item | Item Cost Modifier |
|---|---|
| Ammunition | +2 gp |
| Light weapon | +20 gp |
| One-handed weapon, or one head of a double weapon | +90 gp |
| Two-handed weapon, or both heads of a double weapon | +180 gp |
In our game
Our implementation: Not implemented yet. Engine coverage is added here as rules slices land.
Open Game Content from the System Reference Document 3.5, used under the Open Game License 1.0a.