ADVENTURING GEAR			
Item				Cost	Weight
Acid (flask)			96d	1#	
Alchemist’s fire (flask)		96d	1#	
Antitoxin (vial)			35d
Backpack (empty)			18d	2#*	
Barrel (empty)			40d	24#	
Basket (empty)			2d	1#	
Bedroll				30d	4#*	
Bell				5d	-	
Blanket, winter			48d	5#*	
Block and tackle			6d	2#	
Book +1				20d 	1#
Book +2				80d 	1#
Book +3 				180d 	2#
Book +4 				320d 	2#
Book +5 				500d	3#
Bottle, wine, glass			6d	1/2#	
Bucket (empty)			4d	1#
Caltrops				20d	3#	
Candle				1f	-	
Canvas				3d	3#
Canvas, waterproof (sq. yd.)		10d	4#	
Case, map or scroll			4d	1/2#	
Chain (10 ft.)			30d	10#	
Chalk, 1 piece			1f	-	
Chest (empty)			24d	5#
Crowbar				9d	2#	
Firewood (per day)			10d	20#	
Fishhooks (1 dozen)		2d	-		
Fishing net, 25 sq. ft.		20d	8#	
Flash powder			48d	1#
Flask (empty)			5d	.5#	
Flint and steel			3d	1/2#	
Grappling hook			35d	2#	
Hammer				6d	2#	
Holy symbol, wooden		1d	*
Holy symbol, silver			64d	*
Ink (1 oz. via)			3d	1/4#	
Inkpen				2d	-	
Jug, clay				15d	3#	
Ladder, 10-foot			6d	5#
Lamp, common			2d	1/4#	
Lantern, bullseye			25d	2#	
Lantern, hooded			12d	1#	
Lock	 			
	Very simple		8d	1/4#	
	Average			32d	1/4#	
	Good			128d	1/4#	
	Amazing			512d	1/4#	
Manacles				6d	5#	
Manacles, masterwork		200d	2#	
Mirror, small steel			20d	1/2#	
Mug/Tankard, clay			4d	1#	
Muzzle				5d	1#
Muzzle, masterwork			18d	1#	
Oil (1-pint flask)			5d	2#
Paper (16 sheets)			7d	-	
Parchment (16 sheets)		1d	-	
Pick, miner’s			8d	4#	
Pitcher, clay			6d	2#	
Piton				1d	1/2#	
Pole, 10-foot			1d	8#	
Pot, iron				10d	3#	
Pouch, belt (empty)			4d	1/2#*	
Ram, portable			10d	20#	
Rope, hemp (50 ft.)			50d	15#	
Rope, silk (50 ft.)			250d	5#	
Sack (empty)			2d	1/2#*
Sealing wax			4d	1#	
Sewing needle			1f	-	
Signal whistle			3d	-	
Signet ring			90d	-	
Sledge				18d	10#	
Soap (per #)			16d	1#
Smoke Bomb			48d	1/2#	
Spade or shovel			10d	3#		
Tent				27d	60#	
Tindertwig			2d	-
Torch				1d	1#	
Vial, ink or potion			2d	1/10#
Waterskin				9d	1# (empty) 5#(full)	
Whetstone			1f	1#

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”).
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.
Backpack: A backpack can hold 1 cubic foot of material.
Barrel: A large barrel can hold 10 cubic feet.
Basket: A large basket can hold 2 cubic feet.
Book: Each book has a specific subject. A researcher using one adds the book’s bonus to Knowledge checks, if its topic applies.
Bottle, Wine, Glass: A glass wine bottle holds 1.5 pints.
Bucket: A bucket holds 1 cubic foot.
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.
Chest: This sturdy oak or cedar chest can hold 2 cubic feet.
Crowbar: A crowbar 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.
Flash Powder: Throw this powder-filled pellet as a grenadelike weapon. When the powder comes in contact with the air, it creates a bright flash that can blind those in a 10-foot radius unless they make a successful Fortitude save (DC 15). The blindness lasts 1d4 rounds.
Flask: This ceramic, glass, or metal container, fitted with a tight stopper, holds 1 pint of liquid.
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.
Holy Symbol: Each religion has its own holy symbol. A silver holy symbol serves as a mark of status for the wielder.
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 Tiny or Large creature, manacles cost five times the indicated amount.
Mug/Tankard, Clay: This basic cup can hold 1 pint of liquid.
Muzzle: This leather device can be put on a creature with a dangerous bite to keep it from moving its jaws. A muzzled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for a masterwork muzzle). Breaking the muzzle requires a successful Strength check (DC 22, or DC 24 for a masterwork muzzle). A muzzle has a hardness of 1 and 5 hit points.
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.
Pitcher, Clay: This standard clay serving pitcher can hold 1/2 gallon of liquid.
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.
Pot, Iron: The adventurer's best friend, an iron pot can hold 1 gallon.
Pouch, Belt: A belt pouch can hold 250 coins or 1/5 of a cubic foot.
Rope, Hemp: 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.
Sack: This plain canvas or burlap sack can hold 1 cubic foot.
Smoke Bomb: Throw this ceramic ball as a grenadelike weapon. When it breaks open, the contents produce a cloud of smoke with a 10-foot radius. Creatures within the radius have 50 percent concealment. Creatures on the opposite side of the cloud have 100 percent concealment. Unless wind conditions dictate otherwise, the cloud lasts for 1d6+1 rounds.
Tent: This simple tent sleeps two.
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.
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.
Waterskin: A waterskin can hold 1/2 gallon when full.
Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.

ARMOR AND SHIELDS

Armor Type	Cost	DR		Max Dex		Check Penalty	Weight (M)	   
Light Armor						   
Padded		10d	1/magic		+8		0		10 lbs.	   
Leather		20d	1d2/magic	+6		0		15 lbs.	   
Studded leather	50d	1d3/magic	+5		-1		20 lbs.	   
Medium Armor						   
Scale mail	100d	1d4/magic	+5		-4		30 lbs.	   
Chain mail	300d	1d6/magic	+4		-5		40 lbs.	   
Heavy Armor							   
Banded mail	500d	1d8/magic	+2		-5		35 lbs.	   
Full plate		3000d	1d10/magic	+1		-6		50 lbs.	   
						   
Shield			Cost	Passive Defense Bonus	Maximum Dex	Check Penalty	Weight (M)	   
Buckler			25d	+1			--		-1		5 lbs.	   
Light shield, wooden	5d	+2			--		-1		5 lbs.	   
Light shield, steel		25d	+2			--		-1		6 lbs.	   
Heavy shield, wooden	15d	+3			--		-2		10 lbs.	   
Heavy shield, steel		60d	+3			--		-2		15 lbs.	   
Tower shield, wooden	50d	+4			+2		-10		45 lbs.	   
Tower shield, steel		150d	+4			+2		-10		65 lbs.	   
						   
Extra Items	Cost	Check Penalty	Weight (M)
Armor spikes	+50d	--		+10 lbs.	      
Shield spikes	+12d	--		+5 lbs.	

DAMAGE REDUCTION AND ARMOR
Damage reduction, as its name indicates, reduces the damage you suffer from an attack. When a sword hits you, the armor you wear absorbs part of its force. It might turn a deadly blow into merely a minor injury. However, armor isn’t perfect. Some types of weapons or attacks can blast through it with ease. Magical weapons are tempered to cut through mundane steel, making most forms of armor useless against them. Luckily, magical weapons are rare and dangerous to wield. Some creatures enjoy damage reduction because of their strange natures. Creatures spawned from magic, such as demons or powerful undead, enjoy damage reduction against mortal weapons. Damage reduction is usually represented by a die type or a constant value followed by a descriptor of some sort. The die type or number indicates how many points of damage the damage reduction prevents. The descriptor shows which types of attacks, if any, that the damage reduction fails to absorb. If a dash (-) takes the place of a descriptor, the damage reduction works against all types of attacks. For example, a suit of chainmail provides DR 1d6/magic. Wearing chainmail reduces the damage you suffer from an attack by 1d6 points. Every time an attack strikes you, roll 1d6 to determine how much damage it prevents. The chainmail provides no defense against magical weapons or monsters whose claws or fangs are imbued with arcane energy. Some armor provides a flat damage reduction value. For example, padded armor grants DR 1/magic. Every time a character in leather armor suffers damage from a physical attack, reduce the damage inflicted by 1. Damage reduction never applies to energy types, such as fire or electricity. In these cases, energy resistance can provide some measure of defense. 

ARMOR PROFICIENCY DESCRIPTORS
In order to properly wear a suit of armor, you must have the appropriate Armor Proficiency general feat. Like weapons, each type of armor has a proficiency descriptor, found on the Armor and Shields table: light, medium, and heavy armor.

Light Armor: Light armor usually consists of leather, perhaps with a few small plates or reinforcements made of metal. It provides mobility and weighs little, but it offers slight defense compared to other armor types.

Medium Armor: This armor category falls between the extremes of light and heavy armor. It provides moderate protection at the cost of speed; medium armor reduces your speed by one-quarter.

Heavy Armor: Heavy armor absorbs and deflects many blows, but its great weight forces you to move at a crawl. It reduces your speed by half, but it can turn a deadly blow into merely a nuisance. If you lack proficiency with a type of armor, you endure penalties to your ability to both attack and defend yourself. 

SLEEPING IN ARMOR
Armor is designed for protection, not comfort. If you sleep in medium or heavy armor, you automatically become fatigued the next day. Fatigued characters suffer a -2 penalty to Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue.

SHIELDS
Unlike armor, shields make you more difficult to hit. A skillfully wielded shield can deflect attacks, create a barrier against a volley of arrows, and even knock an opponent off balance. A shield intercepts an attack before it touches you, whereas armor absorbs the force of an attack that strikes home. In game mechanic terms, a shield increases your defense. If you lack the Shield Proficiency feat, you may suffer a penalty to your attacks when you use a shield. It takes practice and training to use a shield and weapon in concert. Class abilities and feats allow you to refine your basic proficiency with a shield- a skilled warrior can increase the defense bonus his shield provides him. Also unlike armor, shields do not reduce your speed. A shield’s weight increases the total equipment load you carry, but it has little impact on your maneuverability. Shields can limit your agility. If you carry a shield larger than your own size category, it may impose a maximum Dexterity bonus limit to your defense, just like a suit of armor (see “Armor and Shield Qualities”). The benefits and drawbacks provided by a shield depend on its size relative to you. Almost every shield has a size, just like a weapon. The following examples assume that a Medium creature carries a shield.

Bucklers: A buckler is a shield two size categories smaller the creature wielding it. (For a Medium character, a buckler is a Tiny shield.) The buckler is so small, you simply strap it to your forearm. You can use a projectile weapon without penalty while carrying it. You also can use your shield arm to wield a weapon (either holding an off-hand weapon or helping to wield a two-handed weapon), but you suffer a -1 penalty to 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 defense bonus for the rest of the round. A buckler is too small to serve as a weapon. You cannot make attacks with it, such as a shield bash, nor can you use any shield feats that allow you to use your shield to make attacks.

Light Shields: A light shield is a shield one size category smaller than the creature wielding it; the benefits listed for a light shield apply when you use a shield one size category below yours. You can carry an item in the same hand as your shield, but you cannot use a weapon effectively in this manner.

Heavy Shields: A heavy shield is a shield of the same size category as the creature wielding it; the benefits listed for a heavy shield apply when you carry a shield whose size equals your own. You cannot carry an item in your hand while you use a heavy shield, as you must grip it in order to use it well. 

Tower Shields: A tower shield is a shield one size category larger than the creature wielding it. The tower shield’s stats and effects come into play when you carry a shield one size category above your own. You cannot gain any benefit from a shield that is any greater in size, though you could conceivably duck behind it for cover. In most situations, a tower shield provides the indicated passive bonus to your defense. However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not provide cover against targeted spells, though; 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 suffer a -2 penalty to attack rolls because of the shield’s encumbrance.

Shields of Other Sizes: To determine the weight and cost of a shield smaller than size Tiny, halve the cost and weight of a buckler once for each size category reduction. For shields above size Large, double the weight and cost of a Large shield for each size increase.

SHIELD BASH ATTACKS
You can bash an opponent with a shield, using it as an offhand weapon. The Martial Weapons table lists the appropriate damage and other statistics for shields used in this way. Using your shield as a weapon means you lose its defense bonus until your next action. Small shields are light weapons. You cannot bash with a buckler or tower shield.

ARMOR AND SHIELD QUALITIES
The following traits from the Armor and Shields table below describe a suit of armor or a shield.
Cost: The cost of the armor for Small or Medium humanoid creatures. See “Armor for Unusual Creatures” on page 169 for armor prices for other creature sizes. Shields are priced by size. For each size category above Large, double the Large shield’s cost.
Damage Reduction: This column lists the armor’s damage reduction (see page 165).
Passive Defense Bonus: A shield grants the bonus in this column to your defense. Feats and abilities may grant an additional active bonus on top of this passive bonus to represent your skill in using a shield to protect yourself.
Maximum Dex Bonus: This number reflects the highest Dexterity bonus to defense 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 skills or abilities. Armor reduces your Dexterity bonus, but it never turns it into a penalty. Shields do not affect a character’s maximum Dexterity bonus.
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 all Strength- and Dexterity based skill checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty (see “Encumbrance” in Chapter Nine: Adventuring). Shields also inflict a check penalty. While they have no effect on movement, they are bulky and heavy enough to interfere with the use of some skills. If a character wears armor and uses a shield, both check penalties apply.
Weight: This column gives the weight of the armor as sized for a Medium wearer. Armor fitted for Small characters
weighs half as much, and armor for Large characters weighs twice as much.

SPECIAL ARMOR AND SHIELD RULES
Some of the armor, shields, and extras summarized on the tables on these pages need additional notes and clarifications, provided below. For more information on the various shields and their effects based on size, see “Shields”.

Armor Spikes: You can add spikes to your armor, allowing you to deal extra piercing damage as shown on the Martial Weapons table on page 162 on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them (via the Martial Weapon Proficiency feat or a class ability), you suffer 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, in which case they count as a light weapon. You can’t make an attack with armor spikes if you have already made an attack with another offhand weapon, and vice versa.

Banded Mail: This suit of armor includes gauntlets.

Chainmail: This suit of armor includes gauntlets.

Full Plate: This suit of armor includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding worn underneath the armor. A master armorsmith must fit each suit of full plate individually to its owner, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces.

Scale Mail: This suit of armor includes gauntlets.

Wooden or Steel Shields: Wooden and steel shields offer the same basic protection, but they have different hardness ratings and hit points. See Chapter Eight: Combat for more information on hardness, object hit points, and rules for attempting to break items.

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 (see “Shield Bash Attacks,” page 167).

MASTERWORK ARMOR
Just as with weapons, you can purchase or craft masterwork versions of armor and shields. Such well-made items function like the normal versions, except that their check penalty decreases by 1 point. A masterwork suit of armor or shield costs an extra 50% 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 to attack or damage rolls, even if the armor or shield is used as a weapon. You can’t add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

DONNING AND REMOVING ARMOR
Putting on a suit of armor, or removing one, is a complex, time-consuming process. If your camp suffers an ambush or you are otherwise caught unprepared for battle, you might need to know how long it takes to don your armor. The Donning Armor table below summarizes this information. If someone helps you remove armor or don armor (but not a shield), cut the listed time in half. The person helping you can do nothing other than aid you. For example, he cannot also don armor himself at the same time. The one exception to this rule is full plate. You must have someone help you don this armor, and his efforts do not cut the time in half. Otherwise, you must don the armor hastily (see below).
Don: This column shows how long it takes a character to put the armor on. (One minute equals 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 for hastily donned armor is 1 point worse than normal, and you also suffer a -1 penalty to its damage reduction. This penalty can reduce the armor’s damage reduction to 0.
Remove: This column shows 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.

DONNING ARMOR
Armor Type		Don		Don Hastily	Remove
Shield (any)		1 move action	n/a		1 move action
light armor		1 minute		5 rounds 		1 minute
medium armor & banded	4 minutes		1 minute 		1 minute
Full plate			4 minutes		4 minutes		1d4+1 minutes

CLOTHING	
Item			Cost	Weight
Hat			8d	.5
Gloves			8d	.5
Hood			12d	1
Leggings			50d	3
Robe			50d	3
Shirt			40d	3
Surcoat			50d	3
Tunic			60d	3
Vest			30d	2

Cheap quality		x1	x1
Leather			x2	x2
Wool			x3	x2
Fine quality		x5	x1

Apron			5d	.5
Boots			40d	3
Quiver			8d	1
Sandals			8d	1
Scabbard, dagger		12d	.5
Scabbard, sword		24d	1
Shoes, leather		14d	1

Cheap cloth (sq. yard)	4d
Fine cloth (sq. yard)	20d	
Leather (sq. yard)		8d
Wool (sq. yard)		12d

COMMODITIES
In general, a character can sell off an item for half the price listed in this chapter. The tables that follow indicate full price.

Commodities are the exception to the half-price rule, however. A commodity, in this sense, is a valuable good that one can exchange easily, almost as if it were cash. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them, but the difference is small enough that you don’t have to worry about it.
Cost		Item
1d		One pound of flour, refined iron, or salt
2d		One pound of copper or wheat
4d		One pound of pipeweed
6d		One chicken
10d		One goat		
12d		One sheep
18d		One medium dog
24d		One pig, one square yard of linen
72d		One cow or one square yard of silk
100d		One ox
160d		One pound of saffron or cloves
320d		One pound of silver
480d		One pound of ginger
576d		One pound of pepper
640d		One pound of cinnamon
6400d		One pound of gold

FOOD, DRINK, AND LODGING
These items come up frequently for adventurers on their travels.
Item				Cost	Weight	
Ale			
	Gallon			9d	8 lb.	
	Mug			1f	1 lb.	
Banquet (per person)		10d	-	
Bread, per loaf			1f	1/2 lb.	
Cheese, hunk of			1d	1/2 lb.	
Inn stay (per day)			
	Good			12d/65d	-	two room suite, per night/week
	Common			6d/32d	-	private room, per night/week
	Poor			1d	-	dormitory, per night/week
Meals (per day)			
	Good			3d	-	stew, warm bread, vegetables, meat
	Common			3f	-	stew and bread
	Poor			1f	-	bread and cheese	
Meat, chunk of			1d	1/2 lb.	
Rations, trail (per day) 		3d	1 lb.
Wine			
	Common (pitcher)		10d	6 lb.	
	Fine (bottle)		100d	1-1/2 lb.	

Inn Stay: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a blanket. Common accommodations are a place on a raised, heated floor, the use of a blanket and a pillow, and the presence of a higher class of company. Good accommodations are a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might consist of bread, baked turnips, onions, and water. Common meals might include bread, chicken stew (easy on the chicken), carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

HOUSING AND TRAVEL
Characters can find residences and transport options to suit their needs, whether they have a few gold pieces to spend or thousands.

Buildings****
See the text below for explanations of some terms in the table.
Item Price
Simple house	700d
Grand house 	4500d
Mansion		10000d
Tower		1000d +
Keep		50,000d +
Castle		250,000d +
Huge castle	1,000,000d +
Moat with bridge	50,000d +
Simple House: This one- to three-room house is made of wood and has a thatched roof.
Grand House: The four- to 10-room grand house is made of wood and has a thatched roof.
Mansion: A 10- to 20-room mansion has two to three levels and is made of wood and brick. It has a slate roof.
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has 15 to 25 rooms.
Castle: The castle is a keep surrounded by a 15-foot-high stone wall with four towers. The wall is 10 feet thick.
Huge Castle: A particularly large keep features numerous associated buildings (stables, forge, granaries, etc.) and an elaborate 20-foot-high wall creating bailey and courtyard areas. The wall has six towers and is 10 feet thick.
Moat with Bridge: This moat is 15 feet deep and 30 feet wide. The bridge across it may be a wooden drawbridge or a permanent stone structure.

MOUNTS AND RELATED GEAR
Item				Cost	Weight
Barding		
	Medium creature		x2	x1
	Large creature		x4	x2
Bit and bridle			12d	1 lb.
Dog, guard			35d	-
Dog, riding			140d	-
Donkey or mule			150d	-
Feed (per day)			1f	10 lb.
Horse		
Horse, heavy			285d+	-
Horse, light			225d+	-
Pony				90d	-
Warhorse, heavy			720d+	-
Warhorse, light			360d+	-
Warpony				150d+	-
Saddle		
Military				240d	30 lb.
Pack				5d	15 lb.
Riding				80d	25 lb.
Saddle, Exotic		
Military				480d	40 lb.
Pack				15d	20 lb.
Riding				240d	30 lb.
Saddlebags			4d	8 lb.
Stabling (per day)			2d	-

See the descriptions below for explanations of some terms and notations found in the table at right.
Barding, Medium or Large Creature: Barding is simply armor covering the head, neck, chest, body, and possibly legs of a horse. Heavier types of barding provide better protection at the expense of reduced speed. Barding comes in most of the types found on the armor table on page 162. As with any nonhumanoid Large creature, a horse’s armor costs four times what a human’s (a humanoid Medium creature’s) armor costs and also weighs twice as much as the armor found on the armor table. (Barding for a pony, which is Medium, costs only double and weighs the same.) Medium or heavy barding slows mounts as follows:
Barding	(40 feet)	(50 feet)	(60 feet)
Medium	30 feet	35 feet 	40 feet
Heavy	30 feet*	35 feet*	40 feet*
* A mount wearing heavy barding moves at three times the normal rate when running (not four times the normal rate).
Flying mounts can’t fly in medium or heavy barding. Barded animals require special attention. Care must be taken to prevent chafing and sores caused by the armor. The barding must be removed at night and ideally should not be put on the mount except to prepare for a battle. Removing and fitting barding takes five times as long as the figures given in the “Donning and Sleeping in Armor” section. Barded animals cannot carry any load other than the rider and normal saddlebags. Because of this, a mounted warrior often leads a second animal for carrying gear and supplies.
		Base Speed
Barding		(40 ft.)	(50 ft.)	(60 ft.)
Medium		30 ft.	35 ft.	40 ft.
Heavy		30 ft.*	35 ft.*	40 ft.* 
* A mount wearing heavy armor moves at only triple 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 Table: Donning Armor. 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.
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.

SERVICES
See the descriptions below for explanations of some items found in the table that follows.
Item Price
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
Teleportation	Varies

Coach Cab: The price listed buys a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 cp usually takes a character anywhere he needs 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 (a crew member on a ship, for example) may ask for half the listed amount.
Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for its upkeep and patrols. Occasionally, large, walled cities charge a toll to enter or exit the city (sometimes just to enter the city).
Ship’s Passage: Most ships do not specialize in passengers, but many have the capacity to take a few along when transporting cargo.
Teleportation: The cost to be teleported is based on caster level, although the customer will have to pay double because the caster will need to teleport herself back. (See “Spells for Hire” on page 169.) Further, some casters will charge as much as double to teleport into a dangerous area.

TOOLS AND SKILL KITS
				Cost	Weight	
Alchemist’s lab			1000d	40#	
Artisan’s tools			20d	5#	
Artisan’s tools, masterwork		100d	5#	
Climber’s kit			80d	5#*	
Disguise kit			50d	8#*	
Healer’s kit			50d	1#			
Hourglass			15d	1#	
Magnifying glass			60d	-	
Musical instrument, common		20d+	3#*	
Musical instrument, masterwork	100d+	3#*	
Scale, merchant’s			72d	1#		
Thieves’ tools			30d	1#	
Thieves’ tools, masterwork		100d	2#	
Tool, masterwork			50d	1#

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.
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.
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.

TRANSPORT
Item		Cost	Weight	Holds or Carries
Carriage		300d+	600 lb.	1 ton
Cart		80d	200 lbs.	1/2 ton
Sled 		80d	300 lbs.	1 ton
Wagon		220d	400 lbs.	2 tons
Rowboat 		400d
Oar 		5d
Keelboat 		15,000d+
Sailing ship 	25,000d+
Longship 		20,000d+
Warship		40,000d+
Galley		67,500d+

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 1-1/2 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 2-1/2 miles per hour when being rowed or under sail.

WEAPONS

WEAPON DESCRIPTORS
Some feats and special abilities function only when you use a weapon with a certain descriptor.
The various weapon descriptors are explained below. Most weapons have two main descriptors: one to express the weapon’s basic form and one to describe how it is used. When you use a feat or a special ability, you might gain added benefits if you wield a weapon with a particular descriptor. The first group of descriptors assigns a weapon a term such as “sword,” “club,” “thrown weapon,” and so forth. These identifying descriptors reflect the weapon’s physical design. All sword weapons have the same basic manufacture, though they might be different sizes.

Style descriptors indicate how you use a weapon. A shortsword and a greatsword are both swords, but the shortsword is a fast, stabbing weapon while the greatsword is a massive, hacking one. Their shape is similar, but the methods used to wield them differ.
Finally, a third overall descriptor type, proficiency descriptors (the classifications mentioned above), identifies the difficulty inherent in learning to use a particular weapon.

IDENTIFYING DESCRIPTORS
The identifying descriptors merely detail the basics of a weapon’s design. They generally interact with feats, and they also dictate the weapon’s basic attributes.

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). Pulling ammunition from a pouch or quiver is a free action, though loading a weapon might require a move action. Generally speaking, ammunition has a 50 percent chance of being destroyed or lost when used.

Axe: Any weapon with a heavy, cutting head set on a midlength haft qualifies as an axe weapon. Most axe weapons inflict slashing damage.

Cudgel: This category includes any sort of weapon that relies on the weight of its head to inflict damage. Due to the subtle differences between the various cudgels, this descriptor has three subtypes, described below.
Cudgel (Club): A wooden club is so easy to find and fashion that it has no cost.
Cudgel (Hammer): A hammer’s head consists of a flat, crushing surface opposite a forked or pointed end. Examples include sledges and warhammers.
Cudgel (Mace): These metal clubs have massive iron heads. 

Dagger: Small slashing weapons fall into this category. Daggers resemble swords, but they are much smaller than even the shortest sword.

Flail: Flails consist of a handle or haft with a chain connected to it. The chain usually ends with a heavy bludgeon. Flails are useful for tripping or disarming opponents.

Pick: While similar to an axe, a pick relies on a narrow, piercing head. Picks tend to inflict less damage than similarly sized weapons, but on a critical hit they inflict grievous wounds.

Polearm: A polearm is any weapon with a long haft and a bladed edge. Polearms are similar to spears, but they tend to be longer with slashing edges. Some polearms are designed to disarm or trip opponents.

Projectile: A projectile weapon is any ranged armament that fires ammunition. A sling, bow, or crossbow falls into this category. In addition, three projectile weapon subtypes appear below. You cannot normally wield a projectile weapon in melee, since it is useful only for ranged attacks. You do not gain your Strength bonus to damage when using most projectile weapons, though the strength subtype does grant that benefit.
Projectile (Ready-Loading): This projectile weapon can be loaded and left ready to fire even if its owner sets it down on the ground. For example, you can cock a crossbow and leave it ready without maintaining your hold on it.
Projectile (Slow-Loading): These projectile weapons require at least a move action to load.
Projectile (Strength): This weapon relies on your physical strength to deliver damage, rather than the weapon’s design or construction. Apply your Strength bonus to damage you deal with it.

Spear: A spear is any hafted weapon with a piercing end. It can range from a short javelin to a long pike used to keep mounted riders at bay.

Sword: A sword is a long, bladed weapon used to hack or stab at an opponent. Swords are useful for their versatility, as they excel in both offense and defense.

Thrown: A thrown weapon is any armament balanced for use as a ranged weapon. Most thrown weapons have a second identifying descriptor, such as a “throwing axe” or “throwing hammer.” You can wield a thrown weapon in melee or use it to make a ranged attack.

STYLE DESCRIPTORS
Like the identifying descriptors, the style tags dictate how a weapon interacts with different feats and special abilities. In addition, a weapon’s style descriptors determine some of its bonuses and abilities. For example, every weapon with the disarm descriptor grants a bonus to disarm attacks. Style descriptors also indicate the type of damage a weapon deals. A weapon can have more than one style descriptor.
Bludgeoning: Rather than a cutting edge, a bludgeoning weapon relies on its heavy weight to crush bones and organs. It inflicts bludgeoning damage.

Charger: This weapon is specifically designed for use by a mounted warrior. It inflicts double damage if you hit an opponent with it when you charge. Two-handed weapons with the charger descriptor are one-handed weapons as long as you wield them while mounted.

Disarm: A disarming weapon is designed to make it easier to rip an opponent’s weapon from her hands. It might have a chain that can wrap around a haft, or tines on its pommel that can catch and turn a blade. A disarming weapon grants a +2 bonus to all opposed attacks made to disarm, including attacks made to resist being disarmed.

Double: A double weapon is usually a hafted weapon with two weapon heads or blades- one of them on each end. If you wield a double-weapon with two hands, you inflict 1.5 times your Strength bonus to damage with both ends. Usually, fighting with two weapons means you inflict only half your Strength bonus to damage with the weapon in your off-hand. When you fight with both ends of a double weapon, however, it’s as though you strike twice with a twohanded weapon. If you are proficient with a double weapon, you reduce the penalty for fighting with both ends by 4 for each attack. If you gain the Two-Weapon Fighting feat, use that ability’s superior penalty reduction in place of this modifier.

Finesse: A finesse weapon is designed for speed and agility. These exacting tools demand precision and careful aim. To gain the benefits of most Finesse mastery feats, you must wield a finesse weapon. A character with a good Dexterity benefits the most from a finesse weapon.

Nonlethal: A nonlethal weapon deals nonlethal damage rather than normal damage. You can use it to inflict standard damage if you accept a -4 penalty to your attack.

Piercing: A piercing weapon relies on a narrow head to drive deep into a target’s body. These weapons tend to deliver light damage on average but devastating critical hits.

Power: A power weapon relies on its weight to smash through defenses. Strong characters gain the greatest benefit from these weapons, as they can put their physical might behind each hack or chop.

Reach: A reach weapon features a long haft or similar construction that allows you to strike distant opponents. For example, a pike can skewer a charging warrior before he moves close to you. Reach weapons double your normal reach, but they do not allow you to attack an opponent who stands within the space covered by your normal reach. For example, a character with a reach of one square would have a reach of two squares while using a reach weapon. However, she could only strike opponents who stand at a range of two squares from her. A foe who is only one square away stands inside the weapon’s reach; the reach weapon’s cutting or stabbing head stretches past him.

Set: Usually, these weapons have long hafts and piercing ends. If you brace a set weapon against the ground, a charging creature may throw itself onto its point and suffer a terrible wound. If you use a ready action to set this weapon against a charge, you deal double damage on a successful hit against a charging opponent. You gain this bonus damage only on the readied attack.

Slashing: A slashing weapon has a cutting edge to chop into an opponent. Axes and most swords fall into this category.

Trip: A trip weapon is designed to make it easier to tangle an opponent’s legs and send her tumbling to the ground. It might have spikes that can catch on clothes or armor, or it could feature a long chain that can wrap around a target’s legs. You must wield a trip weapon in order to make a trip attack. When you fight with such a weapon, you can opt to drop it rather than suffer an opponent’s retaliatory trip attempt when your trip attack fails.

Unarmed: Because of their small size or design, these weapons are the equivalent of an unarmed attack. You provoke an attack of opportunity when you use one to make a melee attack, but using it grants you the benefits of any feats that interact with unarmed strikes.

PROFICIENCY DESCRIPTORS
The proficiency descriptors identify the difficulty inherent in learning how to use a weapon. There are three descriptors in this category- simple, martial, and exotic- and all weapons have one of them. A weapon cannot carry more than one proficiency descriptor. The weapon proficiency general feats in Chapter Five (Martial Weapon Proficiency, etc.) and class abilities in Chapter Three determine which weapon proficiency descriptors you have mastered. If you lack proficiency with one of the three classifications, you suffer a -4 penalty to all attacks with weapons that have that descriptor.

Simple: A simple weapon requires little training to understand. Most characters can wield any weapon from this category. A club is a simple weapon.

Martial: A martial weapon requires training, drills, and intense study to master. These weapons may seem simple, but they usually have subtle characteristics and uses that a neophyte may miss. Most characters are proficient with all martial weapons. A longsword is a martial weapon.

Exotic: An exotic weapon is a bizarre implement that only a highly trained, focused warrior can master. You can gain proficiency with an exotic weapon only if you spend a feat on it. A two-bladed sword is an exotic weapon.

WEAPON SIZE AND EFFORT CATEGORIES
In addition to the descriptors, every weapon has a size: Tiny, Small, Medium, Large, or Huge. This designation indicates the size of the creature for which the weapon was designed; a Medium weapon was designed for a Medium creature to use.

APPROPRIATELY SIZED WEAPONS
No matter what size a weapon may be, some weapons are made to be used in one hand and others are meant to be held in two hands. Some weapons are even made specifically to be unusually light to wield. You designate how much effort it takes to use a weapon by labeling it as light, one-handed, or two-handed for a particular wielder. The weapon tables on the following pages break down the weapons into these effort categories.
Light: A light weapon is small and compact. If you wield a light weapon in your off-hand, you reduce the penalties for fighting with a second weapon by 2.
One-Handed: A one-handed weapon is obviously designed for use in one hand. You can opt to wield it with two hands, in which case you apply 1.5 times your Strength bonus to damage.
Two-Handed: A two-handed weapon is long, heavy, or bulky. It requires you to have both your hands free to wield it. You inflict 1.5 times your Strength bonus to damage when fighting with a two-handed weapon.

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 a weapon’s intended wielder and the size of its actual wielder. (If the creature isn’t proficient with the weapon, a -4 nonproficiency penalty also applies; see above.) Comparing a weapon’s size to the size of its actual wielder (regardless of who it was designed for) can also alter whether a weapon is considered one handed, two handed, or light. Find the weapon’s proper effort classification in the weapon tables in this chapter. Alter this measure by one category for each size of difference between the wielder and the creature for which the weapon was designed.
For instance, a Medium one-handed weapon becomes two handed when wielded by a Small creature. In the hands of a Large creature, it’s considered light. If a weapon’s effort designation would change to something lighter than light or heavier than two-handed by this alteration, the creature can’t wield the weapon at all. In this case, the weapon is either too small or too big for a creature to wield.

WEAPON DAMAGE AND SIZE
Larger weapons inflict more damage than smaller ones. The sample weapons given later in this chapter all carry damage values appropriate to size Medium, but you might need to determine the damage that a Large or Small weapon of that type would inflict. To figure that out, look up the Medium weapon’s damage on the Weapon Damage Size Progression table below, in the “Base Weapon Damage” column. The “Shift Up One Size” column gives the damage for a weapon one size category larger than the base. If you need to increase it by another category, find the “shift up” damage in the “Base Weapon Damage” column and repeat the process. To determine the damage inflicted by a smaller weapon than the base, use the same process but consult the “Shift Down One Size” column. For example, a Medium longsword inflicts 1d8 points of damage. To determine a Large longsword’s damage, look up 1d8 in the “Base Weapon Damage” column, then read across to that entry’s value in the “Shift Up One Size” column. The result is 2d6 points of damage. For a Huge longsword, you would follow the same process. Once you have the damage for a Large weapon, look up that damage value in the “Base Weapon Damage” column. If it’s listed, read across to the “Shift Up One Size” column. The result is the damage inflicted by a Huge weapon. In the longsword’s case, you would start with 1d8 for a Medium longsword. Looking on the table, you can see that shifting the size up to Large increases a 1d8 weapon to 2d6. Increasing a 2d6 weapon by another size category to Huge makes it a 3d6 weapon.
When shifting a weapon’s size upward, you might not find its damage in the “Base Weapon Damage” column. In that case, increase the damage rolled by one die type. For example, a Huge longsword inflicts 3d6 points of damage. Since 3d6 isn’t listed in the “Base Weapon Damage” column, just add another 1d6 to its damage (for a total of 3d8) to increase its size by one category to Gargantuan.

IMPROVISED WEAPONS
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for battle, a creature using one in combat is considered not proficient with it and suffers a -4 penalty on attack rolls made with it. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapons listed in the tables 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'.
WEAPON QUALITIES
The tables  provide the basic data for the weapons available in Iron Heroes. They are organized according to proficiency descriptor: simple, martial, and exotic. Each table header is explained below, along with notes for specific weapons where applicable.
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 a Medium version of the weapon. Halve the cost for weapons below size Small. Double the cost for each category above Medium.

WEAPON DAMAGE SIZE PROGRESSION
Base		Shift Down	Shift Up
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
Damage: This column lists the damage the weapon (of Medium size) deals on a successful hit. If two damage ranges appear, then the weapon is a double weapon; use the second damage figure 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 (see Chapter Eight:
Combat). 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.
Do not multiply extra damage over and above a weapon’s normal damage (such as sneak attack damage) when you
score a critical hit.
x2: The weapon deals double damage on a critical hit.
x3: The weapon deals triple damage on a critical hit.
x4: The weapon deals quadruple damage on a critical hit.
19-20/x2: 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/x2: 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 carries no penalty 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 10 range increments.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons, and halve it again for each category below Small. Double this number for Large weapons, and double it again for each category beyond Large.
Descriptors (Identifying, Style): This header gives all of the identifying and style descriptors that apply to the weapon.

SIMPLE WEAPONS
Weapon				Cost	Dmg(M)	Crit	Range	Weight	Descriptors (Identifying; Style)
Light Melee Weapons*
Dagger				15d	1d4	19-20/x2	10' 	1 lb. 	Dagger; finesse, piercing or slashing
Dagger, punching			20d	1d4	x3	-  	1 lb. 	Dagger; piercing, power
Gauntlet				Special	1d3	x2	-  	1 lb. 	N/A; bludgeoning, unarmed
Gauntlet, spiked			10d	1d4	x2	-  	1 lb. 	N/A; piercing
Mace, light			20d	1d6	x2	-  	4 lbs. 	Cudgel; bludgeoning
Sickle				10d	1d6	x2	-  	2 lbs. 	Axe; slashing
Unarmed strike			-	1d3	x2	-	-  	N/A; bludgeoning, unarmed
One-Handed Melee Weapons
Club				-	1d6	x2	10' 	3 lbs. 	Cudgel; bludgeoning, power
Mace, heavy			40d 	1d8	x2	-  	8 lbs. 	Cudgel; bludgeoning, power
Machete 				25d	1d6 	x2	-	 2 lb.	Sword; slashing, finesse
Morningstar			45d 	1d8	x2	-  	6 lbs. 	Cudgel; bludgeoning and piercing, power
Shortspear			30d 	1d6	x2	20' 	3 lbs. 	Spear; piercing, set
Two-Handed Melee Weapons	
Longspear			50d 	1d8	x3	-  	9 lbs. 	Spear; piercing, reach, set
Quarterstaff			- 	1d6/1d6	x2	-  	4 lbs. 	Cudgel (club); bludgeoning, double
Spear				40d 	1d8	x3	20' 	6 lbs. 	Spear; piercing, set, thrown
Ranged Weapons (One- or Two-Handed)
Crossbow, heavy 			100d	50 gp 	1d12 	19-20/x2	120' 	8 lbs. 	Projectile (ready-loading, slow-loading); piercing
Bolt, crossbow			1d	-	-  	-  	1/10 lb. 	Ammunition
Crossbow, light			60d	35 gp 	1d10	19-20/x2	80'	4 lbs.	Projectile (ready-loading, slowloading); piercing
Dart 				1d 	1d4	x2	20'	1/2 lb.	Thrown; piercing
Javelin 				10d 	1d6	x2	30'	2 lbs. 	Spear, thrown; piercing
Sling 				-	1d4	x2	50'	0 lbs. 	Projectile (strength, slow-loading); bludgeoning
Bullet, sling 			1f 	-	-	-  	1/2 lb. 	Ammunition
* Unarmed attacked are treated as armed attacks with a light melee weapon.

MARTIAL WEAPONS
Weapon				Cost	Dmg(M)	Crit	Range	Weight	Descriptors (Identifying; Style)
Light Melee Weapons
Axe, throwing			25d	1d6	x2	10' 	2 lbs. 	Axe, thrown; slashing
Hammer, light			20d	1d4	x2	20' 	2 lbs. 	Cudgel (hammer), thrown; bludgeoning,
Handaxe				20d	1d6	x3	-  	3 lbs. 	Axe; slashing
Kukri				30d	1d4 	18-20/x2	-  	2 lbs. 	Dagger; slashing
Pick, light				25d	1d4	x4 	-  	3 lbs. 	Pick; piercing
Sap 				5d	1d6S 	x2	-  	2 lbs. 	N/A; bludgeoning, nonlethal
Shield, light 			Special 	1d3	x2	-  	Special 	N/A; bludgeoning
Spiked armor 			Special 	1d6	x2	-  	Special 	N/A; piercing
Spiked shield, light			Special 	1d4	x2	-  	Special 	N/A; piercing
Sword, short 			50d	1d6 	19-20/x2	-  	2 lbs. 	Sword; finesse; piercing
One-Handed Melee Weapons
Battleaxe 			60d	1d8	x3	-  	6 lbs. 	Axe; power, slashing
Flail 				60d	1d8	x2	-  	5 lbs. 	Flail; bludgeoning, disarm, trip
Longsword 			100d	1d8 	19-20/x2	-  	4 lbs. 	Sword; slashing
Pick, heavy 			50d	1d6	x4 	-  	6 lbs. 	Pick; piercing, power
Rapier 				80d 	1d6 	18-20/×2 -  	2 lbs. 	Sword; finesse, piercing
Scimitar 				80d	1d6 	18-20/x2	- 	4 lbs. 	Sword; power, slashing
Shield, heavy			special 	1d4	x2	- 	Special	N/A; bludgeoning
Spiked shield, heavy		special 	1d6	x2	- 	Special 	N/A; piercing
Warhammer 			50d	1d8	x3	- 	5 lbs. 	Cudgel (hammer); bludgeoning, power
Two-Handed Melee Weapons
Falchion				180d	2d4 	18-20/x2	-  	8 lbs. 	Sword; power, slashing
Glaive 				100d 	1d10	x3	-  	10 lbs. 	Polearm; reach, slashing
Greataxe 			150d 	1d12	x3	-  	12 lbs. 	Axe; power, slashing
Greatclub				- 	1d10	x2	-  	8 lbs. 	Cudgel (club); bludgeoning, power
Flail, heavy 			150d 	1d10 	19-20/x2	-  	10 lbs. 	Flail; bludgeoning, disarm, trip
Greatsword 			200d	2d6 	19-20/x2	-  	8 lbs. 	Sword; power, slashing
Guisarme 			100d 	2d4	x3	-  	12 lbs. 	Polearm; slashing, trip
Halberd 				80d	1d10	x3	-  	12 lbs. 	Polearm; piercing or slashing, set, trip
Lance 				120d	1d8	x3	-  	10 lbs. 	Spear; charger, piercing, reach
Mattock 				80d 	1d8	x4 	- 	10 lbs. 	Pick; piercing, power
Maul 				120d 	2d6	x3	- 	12 lbs. 	Cudgel (hammer); bludgeoning, power
Ranseur 				100d 	2d4	x3	-  	12 lbs. 	Polearm; disarm, piercing,
Scythe 				150d 	2d4	x4 	-  	10 lbs. 	N/A; piercing or slashing, power
Ranged Weapons (One- and Two-Handed)
Longbow				75d	1d8	x3	100' 	3 lbs. 	Projectile; piercing
Arrow				1d	-	-  	-  	1/10 lb. 	Ammunition
Longbow, composite 		100d 	1d8	x3	110' 	3 lbs. 	Projectile; piercing
Shortbow 			30d 	1d6	x3	60' 	2 lbs. 	Projectile; piercing
Shortbow, composite 		45d	1d6	x3	70' 	2 lbs. 	Projectile; piercing

EXOTIC WEAPONS
Weapon				Cost	Dmg(M)	Crit	Range	Weight	Descriptors (Identifying; Style)
One-Handed Melee Weapons
Khopesh 				90d	d6 	18-20/x2 	-	4 lbs.	Sword; finesse, slashing, trip
Sword, bastard 			150d	1d10	19-20/x2	-  	6 lbs. 	Sword; finesse, power, slashing
Waraxe 				100d	1d10	x3	-  	8 lbs. 	Axe; power, slashing
Whip 				12d	1 gp 	1d3	x2	-	2 lbs. 	N/A; disarm, finesse, nonlethal, reach, slashing, trip
Two-Handed Melee Weapons
Axe, long				150d	d12	x3		15 lbs	Axe; power, slashing
Ranged Weapons (One- and Two-Handed)
Bolas 				25d	1d4S	x2	10' 	2 lbs. 	Thrown; bludgeoning, trip
Crossbow, hand 			100d	1d6	19-20/x2	30' 	2 lbs. 	Projectile (ready-loading, slow-loading); finesse, piercing
Crossbow, repeating heavy 		400d 	1d12	19-20/x2	120' 	12 lbs. 	Projectile (ready-loading, slow-loading); piercing
Crossbow, repeating light		250d 	1d10	19-20/x2	80' 	6 lbs. 	Projectile (ready-loading, slow-loading); piercing
Greatbow			150d	1d10	x3	120'	6 lb.	Projectile; piercing
Greatbow, composite		200d	1d10	x3	130'	6 lb.	Projectile, piercing
Mouth dart			10d	1	x2	10'	1/10 lb.	Thrown; piercing
Net				48d	-	-	10'	6 lb. 	N/A
Shuriken (5)			5d 	1d2	x2	10'	1/2 lb.	Thrown; finesse, piercing

Some weapons deal multiple types of damage (bludgeoning, piercing, slashing), as indicated by multiple style descriptors. All the damage inflicted by such a weapon counts as all the listed types. Therefore, a creature would have to be immune to all its 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. These damage types are separated by the word “or” in the descriptor column. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
A weapon grants its wielder the benefits of all of its descriptors at all times, unless special circumstances, abilities, or feats dictate otherwise.

SPECIALWEAPON RULES
Some weapons feature additional rules beyond the basic guidelines given for the various descriptors. Those exceptions appear below.

Bolas: You can’t be tripped during your own trip attempt when using a set of bolas.

Crossbow, Hand: You can draw a hand crossbow back by hand. You can shoot (but not load) a hand crossbow with one hand at no penalty. You can shoot one hand crossbow with each hand, but you suffer a penalty to attack rolls as if attacking with two light weapons.

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 to 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 to attack rolls. You can shoot one light crossbow with each hand, but you suffer a penalty to 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 five 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 five bolts is a full-round action that provokes attacks of opportunity. You can fire a repeating crossbow with one hand or fire one 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.

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

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 in the table represent a single gauntlet. Medium and heavy armors (except breastplates) come with gauntlets; see “Armor and Shields,” page 165.

Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight in the table represent a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Greatbow: You need at least two hands to use a bow, regardless of its size. A greatbow is too unwieldy to use while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use 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: You need at least two hands to use a bow, regardless of its size. You can use a composite greatbow while mounted. All composite bows possess 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 to attacks with it. The default composite greatbow requires a Strength modifier of +0 or higher to use with proficiency. One can craft a composite greatbow 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 200 gp to its cost. For purposes of weapon proficiency and similar feats, treat a composite greatbow as if it were a regular greatbow.

Javelin: Since javelins are not designed for melee, their wielders are treated as nonproficient with them and suffer a -4 penalty to attack rolls when using a javelin as a melee weapon.

Longaxe: A longaxe looks like a greataxe with an elongated haft.  This feature makes the weapon awkward to wield for those unfamiliar with its use, but those proficient with the weapon can use the haft's extra length to attack foes more than 5' away as long as they are willing to forgo precision in favor of dealing extra damage.
If you are proficient with the longaxe, you can treat it as a reach weapon any time you use the Power Attack feat to shift 3 or more points of your attack bonus to damage.  When you use a longaxe in this manner, you can strike opponents 10' away with it, but you cannot use it against an adjacent foe.  Because you determine the Power Attack feat for an entire turn, you must wield the longaxe as either a reach weapon or a normal weapon until the beginning of your next turn once you make the decision.  You cannot wield it as both a reach weapon and a normal weapon in the same turn.  Characters proficient in the longaxe can use it is a greataxe for feats or skill abilities related to the greataxe, such as Weapon Focus (greataxe).

Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while 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, 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 possess 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 to attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. One can craft a composite longbow 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, treat a composite longbow as if it were a regular longbow.

Mouth Darts: These slim, almost needlelike metal darts are concealed in the mouth and then spit at the target.  Their effective range is extremely short, and they do little damage, but they are highly useful when taking an opponent by surprise.  You can fire up to three mouth darts per attack (all at the same target).  Do not apply your Strength modifier to damage with mouth darts.  They are too small to carry the extra force that a strong character usually imparts to a thrown weapon.

Net: You use a net to entangle enemies. When you throw a net, make a ranged touch attack against your target. A net’s maximum range is 10'. If you hit, you entangle the target. An entangled creature takes a -2 penalty to attack rolls and a -4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the net’s trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast it. An entangled creature can escape a net with a successful Escape Artist check (DC 20, full-round action). One can burst the net, which has 5 hit points, with a Strength check (DC 25, 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, 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.

Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See “Armor and Shields,” page 165, 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 possess 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 to attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. One can craft a composite shortbow 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, treat a composite shortbow as if it were a regular shortbow.

Sling: 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 to attack rolls.

Spiked Armor: You can outfit your armor with spikes, which deals damage in a grapple or as a separate attack. See “Armor and Shields” on the next page for details.

Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See “Armor and Shields” on the next page for details.

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.

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. Treat the whip 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.

MASTERWORK WEAPONS
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus to 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 in Chapter Four). 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).
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.
Even though you can use some types of armor and shields 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 enjoy reduced armor check penalties.

SPELL CASTING
Spell, 0-level	Caster level x 5d	
Spell, 1st-level	Caster level x 10d
Spell, 2nd-level	Caster level x 20d
Spell, 3rd-level	Caster level x 30d	
Spell, 4th-level	Caster level x 40d	
Spell, 5th-level	Caster level x 50d	
Spell, 6th-level	Caster level x 60d	
Spell, 7th-level	Caster level x 70d	
Spell, 8th-level	Caster level x 80d	
Spell, 9th-level	Caster level x 90d