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
|
Daylight Adaptation
|
2,500
|
Head, Ring, Amulet
|
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 * 0.4
|
Single Use Universal Use (e.g. Potion5)
|
Spell Level * Casting Level * 50 * 0.4
|
50 Charges3 Spell Trigger1 (e.g. Wand4, Staff)
|
Spell Level * Casting Level * 750 * 0.4 / Charges Per Use
|
50 Charges3 Command Word (e.g. Rod4)
|
Spell Level * Casting Level * 900 * 0.4 / 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 20gp if level cast does not exceed 2.
- Note: All consumables were changed to be 40% of the original 3.5 SRD pricing
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
The above is the abridged effective plus formula, use for single subgroup property. The variables are defined as below:
- EP (Effective Plus) is the full plus bonus of all enchantments on the item (the final number calculated used for pricing)
- CF (Contribution Factor) is found in the table below
- EP (base) is the plus bonus of the enchantment without any subgroup bonus
- EP (subgroup) is the plus bonus of the enchantment with the single subgroup bonus
Complete effective plus formula
The above is the complete formula, used for multiple subgroup properties. The variables are defined as below:
- EP (Effective Plus) is the full plus bonus of all enchantments on the item (the final number calculated used for pricing)
- CF (Contribution Factor) is found in the table below
- EP (base) is the plus bonus of the enchantment without any subgroup bonus
- EP (type) is the plus bonus of the enchantment with a specific subgroup type bonus
Contribution Factors
Table 8: Subgroup Contribution Factors
Subgroup
|
CF
|
vs. Evil
|
½
|
vs. Neutral
|
⅔
|
vs. Lawful, Chaotic, or Good
|
⅖
|
vs. Specific Alignment
|
⅙
|
vs. Race
|
⅓
|