Pricing Documentation

From ALFA
Jump to: navigation, search

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
Studded 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
Adamantine 1,500 5,000 10,000 15,000 800 1,400 2,000 Yes
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
Silver, Alchemical 200 20 90 180 No
Silver, Pandemonic 9,000 11,000 13,000 No
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
  1. Only breastplates.
  2. Increases the price of any enchantments by 2,000gp each.
  3. No chain armour types.
  4. Bows only.
  5. 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.
  6. Per 100.
  7. 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
  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. 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

Table 4: Armour and Shield Effective Plus Properties
Property Bonus Equivalent
Base AC Enhancement +x x * 1.0
Deflect Arrows +2.0
Feat: Combat Casting +1.0
Feat: Dodge 1 +1.0
Feat: Extra Turning 2 +1.0
Feat: Spell Focus 1 x1/ x2 / x3 +1.0 / +1.5 / +2.0
Feat: Spell Penetration 1 +1.5
Glammered +1.0
Invulnerability +3.0
Arcane Spell Failure -10% +1.0
Spell Resistance 12 / 14 / 16 / 18 +2.0 / +3.0 / +4.0 / +5.0
  1. Armour only, up to three foci count as a single property.
  2. 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
  1. Bracers only.
  2. Cantrips count as spell level ½.
  3. 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

Table 5e: Immunity Value (in gp):
Immunity Value
Death Magic 80,000
Disease 7,500
Fear 10,000
Freedom of Movement 40,000
Level Drain & Ability Drain 40,000
Knockdown 22,500
Paralysis 15,000
Poison 25,000

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
  1. Active knowledge of the spell is required for activation (usually simulated through class restriction).
  2. If spell is available to several classes, always consider wizard or non-domain cleric first.
  3. 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.
  4. No-slot penalty might apply.
  5. Except cure light wounds, which are priced at 20gp if level cast does not exceed 2.
  6. Note: All consumables were changed to be 40% of the original 3.5 SRD pricing

Penalties

Price Penalty.png

Non-Affinite1 Property Penalty 
50%2
  1. Wondrous Items only (items created with Craft Wondrous Item feat).
  2. 100% if no slot is used.
Multiple Property Penalty 
Most Expensive1 Property: 0%
All Other Properties: 50%
  1. 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
  1. Wondrous Items only (items created with Craft Wondrous Item feat).
  2. 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

Crafting Effective Plus Abridged.png

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
EPbase is the plus bonus of the enchantment without any subgroup bonus
EPsubgroup is the plus bonus of the enchantment with the single subgroup bonus


Example

A +1 longsword enchanted with +2 vs Good has a final Effective Plus calculated as follows:

Crafting Effective Plus Abridged Example.png


That means the effective plus for this longsword is +1.4

Complete effective plus formula

Crafting Effective Plus Complete.png

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
EPbase is the plus bonus of the enchantment without any subgroup bonus
EPtype 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
vs. Lawful, Chaotic, or Good
vs. Specific Alignment
vs. Race