Base Items
Weapons
- Covers all thrown and launched, 100 is the stack size, and is used as baseline for all magical and material pricing.
- Mighty property is +75gp for light crossbow/short bow, +100gp for heavy crossbow/long bow for each +1 of mighty
- Requires unlimited ammunition property before effective plus >+1 is possible, all other restrictions apply.
- Masterwork versions do not confer a bonus but are required for enchantment, +1 physical counts as +1 enhancement.
Armor and Shields
Grenade-like Items
Special Materials
Table 2: Special Material Value Addition (in gp):
Material
|
Ammo 6
|
Light Armor
|
Medium Armor
|
Heavy Armor
|
Light Weapons
|
1-Handed Weapons
|
2-Handed Weapons
|
Shield
|
Masterwork 7
|
Adamantine
|
1,500
|
5,000
|
10,000
|
15,000
|
800
|
1,400
|
2,000
|
|
Yes
|
Alch. Silver
|
200
|
|
|
|
20
|
90
|
180
|
|
No
|
Arandur
|
1,000
|
1,500
|
3,000
|
5,000
|
2,000
|
3,000
|
4,000
|
|
Yes
|
Bluewood
|
|
300
|
600
|
1,200
|
400
|
600
|
900
|
300
|
Yes
|
Cold Iron 2
|
x2
|
1,000
|
4,000
|
9,000
|
x2
|
x2
|
x2
|
|
No
|
Copper
|
|
1,500
|
1,500
|
1,500
|
|
|
|
|
Yes
|
Darksteel
|
1,000
|
1,500
|
3,000
|
5,000
|
2,000
|
3,000
|
4,000
|
|
Yes
|
Dlarun
|
1,000
|
1,500
|
3,000
|
5,000
|
2,000
|
3,000
|
4,000
|
|
Yes
|
Dragonfang
|
1,000
|
|
|
|
2,000
|
2,000
|
2,000
|
|
Yes
|
Dragonhide 7,3
|
|
|
|
|
|
|
|
|
Yes
|
Dragonscale
|
|
3,000 3
|
6,000 3
|
11,000 3
|
|
|
|
4,000
|
Yes
|
Duskwood
|
|
|
3,000 1
|
|
400
|
600
|
900
|
300
|
Yes
|
Fever Iron
|
1,000
|
1,500
|
3,000
|
5,000
|
2,000
|
3,000
|
4,000
|
|
Yes
|
Fiendbone
|
|
|
|
|
1,500
|
2,500
|
3,500
|
|
No
|
Frystalline
|
|
|
|
|
1,500
|
2,500
|
3,500
|
|
No
|
Gold
|
|
3,000
|
6,000
|
10,000
|
1,500
|
2,500
|
3,500
|
|
Yes
|
Hizagkuur
|
1,000
|
15,000
|
3,000
|
5,000
|
2,000
|
3,000
|
4,000
|
|
Yes
|
Living Metal
|
|
2,000
|
3,500
|
5,000
|
1,000
|
1,000
|
1,000
|
|
Yes
|
Mithral
|
|
1,000
|
4,000
|
9,000
|
1,000
|
6,000
|
12,000
|
1,000
|
Yes
|
Platinum
|
4,000
|
3,000
|
6,000
|
10,000
|
|
|
|
|
Yes
|
Silver
|
1,500
|
1,500
|
3,000
|
5,000
|
1,500
|
2,500
|
3,500
|
|
Yes
|
Sondarr
|
|
2,000
|
2,000
|
2,000
|
1,000
|
1,000
|
1,000
|
|
No
|
Suzailian Chainweave
|
|
28,000
|
35,000
|
42,000
|
|
|
|
|
No
|
Zalantar 5
|
|
|
|
|
|
|
|
|
Yes
|
- Only breastplates.
- Increases the price of any enchantments by 2,000gp each.
- No chain armour types.
- Bows only.
- To determine the price of a Zalantar item, use the original weight but add 10gp per pound to the price of a masterwork version of that item.
- Per 100.
- Dragonhide costs twice as much as the base item.
Weapon Enchantments
- Effective Plus Weapon Enchantment Value Formula (in gp)
- x² * 2000
No squaring if x is less than 1.
Basic Enhancement
Table 3a: Basic Enhancement Effective Plus Equivalents
Property
|
Melee Weapons
|
Ranged Weapons
|
Enhancement +x
|
x * 1.0
|
x * 1.0
|
Bonus Damage
Table 3b: Bonus Damage Effective Plus Equivalents
Damage
|
Physical, Sonic, Elemental
|
Negative Energy
|
Positive, Divine, Magical
|
Massive Critical
|
+1
|
+0.4
|
+0.5
|
+0.7
|
+0.1
|
+2
|
+0.8
|
+0.9
|
+1.1
|
+0.2
|
+1d4
|
+1.0
|
+1.1
|
+1.3
|
+0.3
|
+3
|
+1.2
|
+1.3
|
+1.5
|
+0.3
|
+1d6
|
+1.5
|
+1.7
|
+2.0
|
+0.4
|
+4
|
+1.6
|
+1.8
|
+2.1
|
+0.4
|
+5
|
+2.0 1
|
+2.2 1
|
+2.5 1
|
+0.6
|
+1d8
|
+2.2 1
|
+2.4 1
|
+2.7 1
|
+0.6
|
+2d4
|
|
|
+3.0 2
|
+0.7
|
+6
|
|
|
|
+0.8 1
|
+1d10
|
|
|
|
+1.0 1
|
+1d12
|
|
|
|
+1.0 1
|
+2d6
|
|
|
|
+1.1 1
|
- Minimum +2 base bonus.
- Restricted to racial/alignment specific.
Miscellaneous
Table 3c: Miscellaneous Effective Plus Equivalents
Property
|
Bonus Equivalent
|
Feat: Disarm
|
+0.5
|
Keen or Impact
|
+1.0
|
Unlimited Amunition
|
+0.5
|
Vampiric Regeneration +x 1
|
+x * 0.5
|
- Maximum of Vampiric Regeneration +2.
On Hit
Table 3d: On Hit Ability Effective Plus Equivalents
Property
|
5%
|
10%
|
Every Additional +2 DC
|
Blindness DC 14
|
+0.7
|
+1.4
|
+0.2
|
Daze DC 14
|
+0.8
|
+1.6
|
+0.2
|
Deafness DC 14
|
+0.6
|
+1.2
|
+0.2
|
Doom DC 14
|
+0.4
|
+0.8
|
+0.2
|
Silence DC 14
|
+0.6
|
+1.2
|
+0.2
|
Sleep DC 14
|
+0.9
|
+1.8
|
+0.2
|
Slow DC 14
|
+0.9
|
+1.8
|
+0.2
|
Poison
|
+1 per 1d2 DC 14
|
+0.2
|
Wounding DC 14
|
+1.5
|
+0.2
|
Slay Racial DC 14 1
|
+2.0
|
+1
|
- Maximum DC18, no player races.
Armour and Shield Enchantments
- Effective Plus Armour and Shield Enchantment Value Formula (in gp)
- x² * 1000
No squaring if x is less than 1.
Basic Enhancement
- Armour only, up to three foci count as a single property.
- Shield with holy symbol only.
General Enchantments
Table 5a: General Property Value Formulae (in gp):
Property
|
Formula
|
Ability Bonus +x
|
x 2 * 1,000
|
Armor 1 Type AC +x
|
x 2 * 1,000
|
Deflection Type AC +x
|
x 2 * 2,000
|
Natural Type AC +x
|
x 2 * 2,000
|
Bonus Spell Slot Level 2 x
|
x 2 * 1,000
|
Skill Bonus +x
|
x 2 * 100
|
Spell Immunity Level 2, 3 x
|
(x 2 + 1) * 1,000
|
Permanent Light x * 5m
|
x * 100
|
- Bracers only.
- Cantrips count as spell level ½.
- Specific spell only.
Damage Resistance
Table 5b: Damage Resistance Value (in gp):
Resist
|
Elemental
|
Negative Energy
|
5
|
4,000
|
6,000
|
10
|
12,000
|
18,000
|
15
|
20,000
|
30,000
|
20
|
28,000
|
42,000
|
25
|
36,000
|
54,000
|
30
|
44,000
|
66,000
|
Saving Throw Bonus
Table 5c: Saving Throw Bonus Value (in gp):
Bonus
|
Fort/Refl/Will
|
Mind
|
Other
|
Universal
|
+1
|
250
|
500
|
250
|
1,000
|
+2
|
1,000
|
2,000
|
1,000
|
4,000
|
+3
|
2,250
|
4,500
|
2,250
|
9,000
|
+4
|
4,000
|
8,000
|
4,000
|
16,000
|
+5
|
6,250
|
12,500
|
6,250
|
25,000
|
Spell Resistance
Table 5d: Spell Resistance 1 Value (in gp):
Spell Resistance
|
Value
|
10
|
6,000
|
12
|
10,000
|
14
|
20,000
|
16
|
40,000
|
18
|
60,000
|
20
|
80,000
|
22
|
100,000
|
24
|
120,000
|
26
|
140,000
|
Immunity
Ability/Feat
Table 5f: Feat Value (in gp):
Ability
|
Value
|
Restriction
|
Darkvision
|
2,500
|
Head, Ring, Amulet
|
Feat: Combat Casting
|
5,000
|
Head, Ring, Amulet, Armor
|
Feat: Extra Turning
|
7,500
|
Ring, Amulet (Holy Symbol), Armor
|
Bag of Holding
Table 5g: Bag of Holding Value (in gp):
Reduction
|
Value
|
20%
|
1,000
|
40%
|
2,500
|
60%
|
4,500
|
80%
|
7,000
|
100%
|
10,000
|
Tome/Manual
Table 5h: Tomes & Manuals:
Property
|
Formula
|
Ability Bonus +x
|
x * 27,500
|
Stored Spells
Table 6: Cast Spell Value (in gp):
Function
|
Formula2
|
Single Use Spell Completion1 (e.g. Scroll)
|
Spell Level * Casting Level * 25
|
Single Use Universal Use (e.g. Potion5)
|
Spell Level * Casting Level * 50
|
50 Charges3 Spell Trigger1 (e.g. Wand4, Staff)
|
Spell Level * Casting Level * 750 / Charges Per Use
|
50 Charges3 Command Word (e.g. Rod4)
|
Spell Level * Casting Level * 900 / Charges Per Use
|
Command Word x/day (e.g. Wondrous Items4)
|
Spell Level * Casting Level * 360 * x
|
- Active knowledge of the spell is required for activation (usually simulated through class restriction).
- If spell is available to several classes, always consider wizard or non-domain cleric first.
- If more than one spell share the charge pool, use 100% for the most expensive, 75% for the second most expensive and 50% for all other spells.
- No-slot penalty might apply.
- Except cure light wounds, which are priced at 50gp if level cast does not exceed 2.
Penalties
- Penalty Formula
- Value of Property * ( 1 + affinity penalty + multiple property penalty )
- Non-Affinite1 Property Penalty
- 50%2
- Wondrous Items only (items created with Craft Wondrous Item feat).
- 100% if no slot is used.
- Multiple Property Penalty
- Most Expensive1 Property: 0%
- All Other Properties: 50%
- Determined before penalties
Affinities
Table 4: Armour and Shield Effective Plus Properties
Body Slot (Item Types1)
|
Enchantment Affinity
|
Head (Headband, Helmet)
|
Mental Improvement, Ranged Attacks
|
Head (Hat)
|
Interaction
|
Head (Lenses, Goggles)
|
Vision
|
Cloak (Cloak, Cape, Mantle)
|
Transformation, Protection
|
Neck (Phylactery)
|
Morale, Alignment
|
Neck (Amulet, Brooch, Medallion, Necklace, Periapt, Scarab)
|
Protection, Discernment
|
Ring2
|
Everything
|
Hand/Arm (Bracers)
|
Combat
|
Hand/Arm (Bracelets)
|
Allies
|
Hand/Arm (Gauntlets)
|
Destructive Power
|
Hand/Arm (Gloves)
|
Quickness
|
Belt (Belt, Girdle)
|
Physical Improvement
|
Boots (Boots, Sandals)
|
Movement
|
Chest (Robe)
|
Everything
|
Chest (Shirt)
|
Physical Improvement
|
Chest (Vestments)
|
Class Ability Improvement
|
- Wondrous Items only (items created with Craft Wondrous Item feat).
- Ring is listed as a reminder only, that affinity rules do not apply despite taking up a body (finger) slot (non-Wondrous Item, created by Forge Ring feat).
Subgroup Bonuses
- Abridged effective plus formula, use for single subgroup property
- (base affected effective plus * (1-CF)) + (subgroup effective plus * CF)
- (sum of base affected effective plus times one minus contribution factor and subgroup effective plus times contribution factor)
- Complete procedure, use for multiple subgroup properties
- Effective Plus = (Sum of “Subgroup” Bonuses) / (Sum of Contribution Factors)
- Subgroup Bonus (alternate bonus) = (Effective Plus v that enemy type) * Contribution Factor (that type)
- Subgroup Bonus (base bonus) = Base Bonus * Contribution Factor (base)
- Contribution Factor (base) = 1 – (Sum of Contribution Factors for all alternate bonuses), minimum 1/3
Table 8: Subgroup Contribution Factors
Subgroup
|
CF
|
vs. Evil
|
1/2
|
vs. Neutral
|
2/3
|
vs. Lawful, Chaotic, or Good
|
2/5
|
vs. Specific Alignment
|
1/6
|
vs. Race
|
1/3
|