SYSTEM REFERENCE DOCUMENT 3.5 |
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. |
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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) and it has no special abilities. |