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Table: Common Melee Weapons |
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d% |
Weapon |
Weapon Cost1 |
|
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 |
Quarterstaff2 |
+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 |
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1 Add to enhancement bonus on Table: Weapons to determine total market price. |
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2 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 magical 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. All magic weapons are masterwork weapons. |
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