Uncommon Weapons Table

Table: Uncommon Weapons

d%

Weapon

Weapon Cost1

01–03

Axe, orc double2

+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, dire2

+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

Spear

+301 gp

52–54

Hammer, gnome hooked2

+620 gp

55–56

Hammer, light

+301 gp

57–58

Handaxe

+306 gp

59–61

Kukri

+308 gp

62–64

Lance

+310 gp

65–67

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-bladed2

+700 gp

90–91

Trident

+315 gp

92–94

Urgrosh, dwarven2

+650 gp

95–97

Warhammer

+312 gp

98–100

Whip

+301 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

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) and it has no special abilities. All magic weapons are masterwork weapons.