Pricing Documentation

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Base Items

Weapons

Table 1a: Weapon Value (in gp)
Item Name Mundane Masterwork
Ammunition (x100) 1,4 1 301
Bastard Sword 70 370
Battleaxe 20 320
Club 2 302
Dagger 4 304
Dwarven Waraxe 60 360
Great Axe 20 320
Falchion 150 450
Flail 16 316
Great Sword 100 400
Halberd 20 320
Hand Axe 12 312
Heavy Crossbow 2 100 400
Heavy Flail 30 330
Kama 4 304
Katana 80 380
Kukri 16 316
Light Crossbow 2 70 370
Light Flail 16 316
Light Hammer 2 302
Longbow 2 150 450
Longsword 30 330
Mace 10 310
Morningstar 16 316
Musical Instrument 5 305
Quarterstaff 2 302
Rapier 40 340
Scimitar 30 330
Scythe 36 336
Short Bow 2 70 370
Short Spear 20 320
Short Staff 2 302
Short Sword 20 320
Sickle 12 312
Sling 3 2 302
Spear 4 304
Training Club 2 302
War Hammer 24 324
War Mace 40 340
1 Covers all thrown and launched, 100 is the stack size, and is used as baseline for all magical and material pricing.
2 Mighty property is +75gp for light crossbow/short bow, +100gp for heavy crossbow/long bow for each +1 of mighty
3 Requires unlimited ammunition property before effective plus >+1 is possible, all other restrictions apply.
4 Masterwork versions do not confer a bonus but are required for enchantment, +1 physical counts as +1 enhancement.

Armor and Shields

Table 1b: Armor and Shield Value (in gp)
Item Name AC Bonus Max Dex Cost (Mundane) Cost (Masterwork)
Cloth 0 n/a 1 151
Padded 1 8 5 155
Leather 2 6 10 160
Sudded Leather or Hide 3 5 15 165
Scale Mail 4 3 50 200
Chain Shirt 4 4 100 250
Chain Mail 5 2 150 300
Breastplate 5 3 200 350
Banded or Splint Armor 6 1 250 400
Half Plate 7 1 600 750
Full Plate 8 1 1500 1650
Light Shield 1 n/a 10 160
Heavy Shield 2 n/a 50 200
Tower Shield 4 2 100 250

Grenade-like Items

Table 1c: Grenade-like (on use) items ( Base Value * Uses per Day * 25gp )
Type Single-use 1x/day
Acid Bomb 1,500 37,500
Acid Flask 20 500
Alchemist's Fire 20 500
Caltrops 20 500
Choking Powder 40 1,000
Fire Bomb 1,500 37,500
Holy Water 30 750
Tanglefoot Bag 60 1,500
Thunderstone 40 1,000

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
Adanamtine 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 30,003 60,003 110,003 4,000 Yes
Duskwood 30,001 400 600 900 300 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

Weapon Enchantments

Effective Plus Weapon Enchantment Value Formula (in gp)
x² * 2000

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
  1. Minimum +2 base bonus.
  2. 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
  1. 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
  1. Mmaximum DC18, no player races.

Armour and Shield Enchantments

Basic Enhancement

General Enchantments

Damage Resistance

Saving Throw Bonus

Spell Resistance

Immunity

Feat

Bag of Holding

Tome/Manual

Stored Spells

Bonuses & Penalties

Affinities

Subgroup Bonuses