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SYSTEM REFERENCE DOCUMENT 3.5

 
Table: Uncommon Melee Weapons

d%

Weapon1

Weapon Cost 2

01–03

Axe, orc double3

+660 gp

04–07

Battleaxe

+310 gp

08–10

Chain, spiked

+325 gp

11–12

Club

+300 gp

13–16

Crossbow, hand

+400 gp

17–19

Crossbow, repeating

+550 gp

20–21

Dagger, punching

+302 gp

22–23

Falchion

+375 gp

24–26

Flail, dire 3

+690 gp

27–31

Flail, heavy

+315 gp

32–35

Flail, light

+308 gp

36–37

Gauntlet

+302 gp

38–39

Gauntlet, spiked

+305 gp

40–41

Glaive

+308 gp

42–43

Greatclub

+305 gp

44–45

Guisarme

+309 gp

46–48

Halberd

+310 gp

49–51

Halfspear

+301 gp

52–54

Hammer, gnome hooked 3

+620 gp

55–56

Hammer, light

+301 gp

57–58

Handaxe

+306 gp

59–61

Kukri

+308 gp

62–63

Lance, heavy

+310 gp

64–65

Lance, light

+306 gp

66–67

Longspear

+305 gp

68–70

Morningstar

+308 gp

71–72

Net

+320 gp

73–74

Pick, heavy

+308 gp

75–76

Pick, light

+304 gp

77–78

Ranseur

+310 gp

79–80

Sap

+301 gp

81–82

Scythe

+318 gp

83–84

Shuriken

+301 gp

85–86

Sickle

+306 gp

87–89

Sword, two-bladed 3

+700 gp

90–91

Trident

+315 gp

92–94

Urgrosh, dwarven 3

+650 gp

95–97

Warhammer

+312 gp

98–100

Whip

+301 gp

All magic weapons are masterwork weapons.

1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly.

2 Add to enhancement bonus on Table: Weapons (or on Table: Epic Weapons) to determine total market price.

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) and it has no special abilities.

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