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Table: Uncommon Melee Weapons
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d%
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Weapon1
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Weapon Cost 2
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01–03
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Axe, orc double3
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+660 gp
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04–07
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Battleaxe
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+310 gp
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08–10
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Chain, spiked
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+325 gp
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11–12
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Club
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+300 gp
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13–16
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Crossbow, hand
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+400 gp
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17–19
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Crossbow, repeating
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+550 gp
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20–21
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Dagger, punching
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+302 gp
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22–23
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Falchion
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+375 gp
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24–26
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Flail, dire 3
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+690 gp
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27–31
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Flail, heavy
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+315 gp
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32–35
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Flail, light
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+308 gp
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36–37
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Gauntlet
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+302 gp
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38–39
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Gauntlet, spiked
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+305 gp
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40–41
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Glaive
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+308 gp
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42–43
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Greatclub
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+305 gp
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44–45
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Guisarme
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+309 gp
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46–48
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Halberd
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+310 gp
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49–51
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Halfspear
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+301 gp
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52–54
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Hammer, gnome hooked 3
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+620 gp
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55–56
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Hammer, light
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+301 gp
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57–58
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Handaxe
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+306 gp
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59–61
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Kukri
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+308 gp
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62–63
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Lance, heavy
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+310 gp
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64–65
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Lance, light
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+306 gp
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66–67
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Longspear
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+305 gp
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68–70
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Morningstar
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+308 gp
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71–72
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Net
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+320 gp
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73–74
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Pick, heavy
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+308 gp
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75–76
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Pick, light
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+304 gp
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77–78
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Ranseur
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+310 gp
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79–80
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Sap
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+301 gp
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81–82
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Scythe
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+318 gp
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83–84
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Shuriken
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+301 gp
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85–86
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Sickle
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+306 gp
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87–89
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Sword, two-bladed 3
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+700 gp
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90–91
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Trident
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+315 gp
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92–94
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Urgrosh, dwarven 3
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+650 gp
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95–97
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Warhammer
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+312 gp
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98–100
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Whip
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+301 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) and it has no special abilities.
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