SYSTEM REFERENCE DOCUMENT 3.5 |
d% |
Weapon1 |
Weapon Cost2 |
01–04 |
Dagger |
+302 gp |
05–14 |
Greataxe |
+320 gp |
15–24 |
Greatsword |
+350 gp |
25–28 |
Kama |
+302 gp |
29–41 |
Longsword |
+315 gp |
42–45 |
Mace, light |
+305 gp |
46–50 |
Mace, heavy |
+312 gp |
51–54 |
Nunchaku |
+302 gp |
55–57 |
Quarterstaff 3 |
+600 gp |
58–61 |
Rapier |
+320 gp |
62–66 |
Scimitar |
+315 gp |
67–70 |
Shortspear |
+302 gp |
71–74 |
Siangham |
+303 gp |
75–84 |
Sword, bastard |
+335 gp |
85–89 |
Sword, short |
+310 gp |
90–100 |
Waraxe, dwarven |
+330 gp |
All magic weapons are masterwork weapons. |
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1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. |
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2 Add to enhancement bonus on Table: Weapons (or on Table: Epic Weapons) to determine total market price. |
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3 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. |