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Table: Common Melee Weapons
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d%
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Weapon1
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Weapon Cost2
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01–04
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Dagger
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+302 gp
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05–14
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Greataxe
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+320 gp
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15–24
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Greatsword
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+350 gp
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25–28
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Kama
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+302 gp
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29–41
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Longsword
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+315 gp
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42–45
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Mace, light
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+305 gp
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46–50
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Mace, heavy
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+312 gp
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51–54
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Nunchaku
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+302 gp
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55–57
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Quarterstaff 3
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+600 gp
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58–61
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Rapier
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+320 gp
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62–66
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Scimitar
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+315 gp
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67–70
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Shortspear
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+302 gp
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71–74
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Siangham
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+303 gp
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75–84
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Sword, bastard
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+335 gp
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85–89
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Sword, short
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+310 gp
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90–100
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Waraxe, dwarven
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+330 gp
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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.
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