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Technology
For our purposes, technology basically means “metal-working.” Primitive societies have no metal
production; at best they use bits scavenged from meteorites or lucky finds. Wild societies can produce
iron and steel in limited quantities. Civilized societies produce so much metal that it is common and thus
used for everything.
Technology Examples
Primitive Israelites, Iroquois, Aztecs, Mayans
Wild Vikings, Athenian Greece, Tutankhamun’s Egypt
Civilized Imperial Rome, China’s Warring States, Charlemagne’s France, Saladin’s Arabia
Medieval technology stops before the Renaissance, after clockwork but before gunpowder.
Most goods can be purchased regardless of technology. They may be different in construction, using
wood or bone instead of metal, but they will serve the same purposes. Items that require a certain level of
technology will be noted. This chiefly means weapons and armor, which are presented in separate
sections for each technology. In general assume that a higher-level technology can and will produce any
item from a lower level.
Raw Materials
Raw Materials = Price / 3
Assume 1/3 of the final price of the product is in raw materials. For precious metals or other unusual raw
materials, you should modify this appropriately. In general try to imagine how much the item would cost
if made of dross, and use that to calculate the time and effort.
This cost includes more than just the materials delivered to the customer: there are also additional
materials used in the production process, such as fluxes, washes, acids, temporary supports or molds,
and wear and tear on tools.
Labor
Labor = Price – Raw Materials
The other 2/3 of the price is for labor. Note that not all laborers can produce all products. Masterwork
quality items require Master level craftsmen. Complex or unusual products such as Exotic weapons
require Experts. Ordinary items such as Martial weapons can be made by Journeymen. Only the simplest
items can be made by Apprentices.
Time
Days = Labor / Daily Wage
To find out how long it takes to make something, divide the labor cost of the item by the daily wage of
the laborer. A longsword costs 15 gold; its labor component is 10 gold; a Master smith earns 5 silver a
day. So it takes him 20 days to make the weapon. A masterwork longsword costs 315 gold, so it requires
410 days for a Master smith to create it. Masterwork items are as much art as they are science.
If multiple workers cooperate on a single object, add their labor together. The final produce will have the
same quality as the overseer’s skill. Most craftsmen can oversee apprentices or associates equal to their
rank (1 at Journeyman, 2 at Expert, and 3 at Master). Construction crafts (Masons and Architects) can
oversee 10 times as many workers; Siege Engineers follow special rules (see Siege Weapons). Although
the assistants cost less, they also produce less, so the final price won’t change but the item will get done
quicker.
Large objects (like castles) can have multiple groups working on them. Assume a work-group is possible
for every 10,000 gp value of the object. So building a castle could have 25 work-gangs; if each gang was
composed of a Master mason and 30 Journeymen workers, then it would take the 775 man workforce
over 1,000 days to build the castle.
Rome was not built in a day; nor were its legions armed in an afternoon. Time is a precious resource that
even the rich cannot buy. At least, not until Wizards with Fabricate spells are available.
Melee weapons use STR as a modifier to hit and for bonus damage. Some melee weapons have a range
increment, meaning they can be thrown. Thrown weapons use DEX as a modifier to hit and STR for
bonus damage.
Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Composite bows
can be built that require extra STR to use, thus allowing a STR Bonus to damage. However, they only
receive x1 STR bonus, not x1.5, even though they require two hands to use.
Hands
½ A light weapon that can be used while grappling or as an offhand weapon. Gains no damage bonus
from two-handed use.
1 Can be used normally in one hand. If used two-handed, apply x1.5 STR as bonus damage.
2 Requires two hands to use; grants x1.5 STR bonus to damage.
Damage
The base amount of damage the weapon does, for a Medium sized wielder. Weapons made for different
size characters move up or down this scale, one step for each size change:
Smaller Larger
1d2 1d3 1d4 1d6 1d8 or 2d4 1d10 1d12 or 2d6 3d6 4d6 6d6 8d6
Type
The type of damage: Bludgeoning, Slashing, or Piercing. Slashing weapons can be used to cut ropes;
Bludgeoning weapons can be used to smash stone walls; Piercing weapons mostly make small holes in
things.
Stabilizing: The type of damage also affects a victim’s chance to stabilize. Slashing weapons provide the
normal 10% per round chance to stabilize. Piercing weapons, which tend to cause deep internal injuries,
only allow a 5% chance per round. Bludgeoning weapons are much less likely to cause bleeding, and
allow a 25% chance to stabilize every round.
Poisoning: Piercing weapons are best for delivering poisons. Slashing weapons grant a +2 circumstance
bonus to any save vs. poison, due to their shallower application. Bludgeoning weapons cannot be
poisoned (except with Contact poisons).
Range
The range increment for a weapon, usually for a missile weapon, although some melee weapons are also
designed to be thrown. Each range increment beyond the first imposes a -2 to hit.
Close (-): Most melee weapons are Close range (shown as a -). This means they can only attack adjacent
targets (5 ft away for a medium-sized creature using a medium-sized weapon: much larger creatures may
treat 10 or even 15 ft as Close range).
Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). However,
they suffer a -4 to attack foes that are close to them. These weapons are usually used in Phalanx
With the Reach feat, a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. The Exotic
Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for
that weapon.
Double Reach (RR): Double reach weapons are the same as reach weapons, except their optimal attack
range is 15 ft instead of 10 ft. At 10 ft or 5 ft they have a -4 to attack. These weapons are normally only
used in Phalanx formation, where three rows of soldiers can attack.
Proficiency
The skill required to use the weapon. Virtually everyone is familiar with Simple weapons; only trained
characters are familiar with Martial weapons. Exotic weapons require a specific feat to use.
Notes
@ See description for details.
E Exotic Proficiency allows this weapon to be used with one hand instead of two.
AC Against melee attacks, this weapon provides a +1 AC
T This weapon can be used to make trip attacks
D This weapon gains a +2 on disarm attacks and checks.
S This polearm can be Set with a ready action. Against charging foes it does double damage.
-4 Only intended to be thrown; applies a -4 to hit penalty when used in melee combat.
Special Qualities
Masterwork weapons are made by master smiths with secret techniques, superior materials, simple
magic, and plenty of old-fashioned hard work. They grant a +1 to hit (that does not stack with magic
enhancements) and cost an additional 300 gp. Owning one is often a sign of status as much as it is a
combat strategy.
Special Materials
Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to
Masterwork quality. They have hardness of 20 and 33% more hit points. The cost is 500 gp per lb. Any
kind of weapon can be made from adamantium except flexible weapons (bows, slings, nets, lassos and
whips).
Mithril weapons have hardness of 15 and 20% more hit points than regular weapons, and bypass any DR
that is bypassed with silver. They weigh half as much as normal, cost 500 gp per lb, and have all the
benefits of Masterwork quality.
Cold Iron weapons cost twice as much as ordinary metal weapons, but bypass the DR of some kinds of
creatures (such as Demons and Fey).
Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). Slashing and
Piercing weapons suffer a -1 to damage rolls, but Bludgeoning weapons do not. The cost is 25 gp per
pound.
Melee Cost Weight Hands Damage Critical Type Range Proficiency Note
Fist - - ½ 1d2 x2 Bludg. - Simple
Rock 0 1 lb ½ 1d2 x2 Bludg. 15 ft Simple
Boulder 0 10 lb 2 1d4 x2 Bludg. 10 ft Simple -4
Baton 0 1 lb ½ 1d3 x2 Bludg. - Simple
Knife 1 gp 1 lb ½ 1d3 x2 Slash - Simple
Tomahawk 2 gp 2 lb ½ 1d4 x2 Slash 20 ft Simple
Javelin 1 gp 2 lb ½ 1d4 x2 Pierce 30 ft Simple -4
Stone Mace 3 gp 6 lb 1 1d6 x2 Bludg. - Simple
Club 0 3 lb 1 1d4 x2 Bludg. - Simple
Spear 3 gp 3 lb 1 1d6 x2 Pierce 20 ft Simple S, @
Maul 3 gp 20 lb 2 1d8 x2 Bludg. - Simple
Macuahuitl 15 gp 15 lb 2 1d8 x2 Slash - Martial E
Grain Flail 1 gp 3 lb ½ 1d6 x2 Bludg. - Exotic D
Ranged Cost Weight Hands Damage Critical Type Range Proficiency Note
Dart 1 sp 1 lb ½ 1d2 x2 Pierce 20 ft Simple
Blowgun 5 gp 2 lb 1 1d2 x3 Pierce 30 ft Simple
Sling 1 gp 1 lb 1 1d4 x2 Bludg 30 ft Simple
Atlatl 2 gp 2 lb 1 +1 - - +10 ft Martial @
Bolas 1 gp 2 lb 1 1d2 - - 20 ft Exotic T
Net 10 gp 6 lb 2 - - - 10 ft Exotic T, @
Fist Knife
A standard medium-sized person does this More of a tool than a fighting weapon. May be
much damage when punching someone. made of flint, obsidian, bronze, copper, iron, or
steel.
Rock, Boulder
These are normally thrown, although you could Tomahawk
beat someone with a rock if you really felt like it. A small hatchet, made of iron, bronze, or stone.
Clobbering with a boulder is much more Suitable for throwing, chopping wood, or
difficult unless the victim is prone or otherwise scalping fallen foes.
defenseless (Boulders used in melee impose a -4
to hit). Note that the Boulder receives x1.5 STR Javelin
bonus damage. May be tipped with lead, stone, or iron.
Intended to be thrown as an opening shock just
Baton, Club, Maul before melee combat, but also suitable for
The humble wooden stick, of varying sizes. Its delivering poison. If you have to use one as a
only attraction is its low, low cost. melee weapon, it imposes a -4 to hit due to its
poor design for that purpose.
Melee Cost Weight Hands Damage Critical Type Range Proficiency Note
Dagger 2 gp 1 lb ½ 1d4 19-20/x2 Pierce 10 ft Simple
Shortsword 10 gp 3 lb ½ 1d6 19-20/x2 Slash - Simple
Light Mace 5 gp 6 lb ½ 1d6 x2 Bludg. - Simple
Quarterstaff 2 gp 4 lb 2 1d6 x2 Bludg. - Simple AC
Battleaxe 10 gp 6 lb 1 1d8 x3 Slash - Martial
Scimitar 15 gp 4 lb 1 1d6 18-20/x2 Slash - Martial
Greataxe 20 gp 15 lb 2 1d12 x3 Slash - Martial
Longspear 5 gp 9 lb 2 1d8 x3 Pierce R Martial S, E
Lance 10 gp 10 lb 2 1d8 x4 Pierce RR Martial @
Glaive 8 gp 10 lb 2 1d10 x3 Slash R Martial S
Pike 8 gp 15 lb 2 1d6 x2 Pierce RR Martial S
Whip 1 gp 1 lb 1 1d3 19-20/x2 Bludg. R/RR Exotic T, D, @
Ranged Cost Weight Hands Damage Critical Type Range Proficiency Note
Shortbow 10 gp 2 lb 2 1d6 x3 Pierce 60 ft Martial
Composite Shortbow 35 gp 3 lb 2 1d6 x3 Pierce 70 ft Exotic @
Longbow 15 gp 3 lb 2 1d6 x3 Pierce 100 ft Martial
Composite Longbow 50 gp 4 lb 2 1d8 x3 Pierce 110 ft Exotic @
Arrows (20) 1 gp 1 lb - - - - - -
Lasso 1 gp 6 lb 1 - - - 30 ft Exotic T, @
Dagger Battleaxe
A favorite of back-stabbers and poisoners, this A wider cutting edge with less mass and a haft
long, thin bladed weapon receives a +2 Sleight designed for one handed-use make this weapon
of Hand check when trying to hide it. very different from its humble cousin the wood
axe.
Shortsword
This category covers everything from extremely Scimitar
large knives to the wakazashi and the famous A wickedly curved sword, the scimitar is hard
gladius. Anyone that knows how to use a knife to use correctly, but can occasionally dish out
can use a shortsword. tremendous damage.
Pike
Lasso
Both the Swiss and the Macedonians used this
weapon to deadly effect, although the Make a ranged touch attack to lasso a target.
Macedonians called it a sarissa. Normally it is With an opposed Strength check you can block
used in Phalanx format, allowing three ranks of the target’s movement away from you. If you
men to attack at once. The weapon has double fail the check, you can either pay out more rope
reach, meaning it strikes 15 ft away. At closer (up to the maximum of 30 ft), let go of the rope,
range it imposes a -4 to hit (the Reach feat can or follow them. The rope can be escaped the
remove this). It can be Set against charging same way a net can.
foes.
Whip
Whips are difficult to use, but allow both Trip
and Disarm attacks at 5, 10, or 15 ft. They can
be used at both ranges with no minus, but do
not threaten those areas.
Melee Cost Weight Hands Damage Critical Type Range Proficiency Note
Flanged Mace 12 gp 8 lb 1 1d8 x2 Bludg. - Simple
Warhammer 12 gp 8 lb 1 1d8 x2 Bludg. - Martial @
Morningstar 8 gp 6 lb 1 1d8 x2 Bludg. - Martial @
Longsword 15 gp 4 lb 1 1d8 19-20/x2 Slash - Martial
Rapier 20 gp 2 lb 1 1d6 18-20/x3 Pierce - Martial AC
Bastard sword 35 gp 10 lb 2 1d10 19-20/x2 Slash - Martial E
Dire Flail 15 gp 15 lb 2 1d10 x2 Bludg. - Martial T, D
Greatsword 50 gp 15 lb 2 2d6 19-20/x2 Slash - Martial
Halberd 10 gp 15 lb 2 1d10 x3 Any - Martial S, T
Sai (Fork) 5 gp 1 lb ½ 1d4 19-20/x2 Bludg. - Exotic D, AC
Ranged Cost Weight Hands Damage Critical Type Range Proficiency Note
Crossbow 35 gp 6 lb 2 1d8 19-20/x2 Pierce 80 ft Simple @
Arbalest 50 gp 9 lb 2 1d10 19-20/x2 Pierce 130 ft Martial @
Quarrels (10) 1 gp 1 lb - - - - - -
Move Penalty
Heavy or medium armor (and/or a Tower shield) imposes a movement penalty of -20 ft for creatures that
move more than 40 ft per round, -10 ft for creatures that move normally move 30-40 ft per round, and -5
ft for creatures that normally move 20 ft per round. Also, when you run you only triple your normal
speed instead of quadrupling it.
Skill Penalty
This penalty is applied to certain skills checks: Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight of Hand and Tumble. The skill penalty for shields and armor stacks together.
Tech
The technology level needed to make this kind of armor. Higher technology societies will still use the
lower level armors, because they are cheaper.
Proficiency
The ability needed to be able to effectively wear the armor. A character who wears armor and/or uses a
shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on
attack rolls and on all Strength-based and Dexterity-based ability and skill checks.
Bash (Shields)
You can bash your foes with some shields. Make a touch attack and deal 1d3 Bludgeoning damage. If you
hit, make an opposed STR check to knock your foe back 5 ft. However, you lose the shield’s benefit to AC
for the round you attacked with it.
Special Qualities
Masterwork armor costs an extra 150 gp, but increases the Max DEX Bonus by 1, reduces the Skill Penalty
by 1 and the Arcane Spell failure by 5%, and adds a +2 Circumstance bonus to skill checks where looking
rich and important would matter (usually Bluff and Diplomacy). Masterwork shields cost an additional
50 gp, but their only benefit is to reduce the Skill Penalty by 1.
Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors, has DR 20 and 33% more hit
points against sundering attacks, and is always Masterwork quality (with all associated benefits). The cost
is 2,000 gp per point of AC protection (or 1,000 gp per AC for a shield). Only metal armor and shields can
be made from adamantium.
Mithril armor is half the weight of normal metal armor. It is always Masterwork quality, and the Max
DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. It has hardness 15 and 20% more
hit points than normal armor. The cost is 1,000 gp per point of AC protection (or 500 gp per AC for a
shield). Only metal armor and shields can be made from mithril.
Dragon hide: if you were crazy enough to wear it, you could make any kind of armor out of dragon hide.
The cost is twice as much as a Masterwork suit of ordinary material, but that’s just for the labor – you
have to supply the dragon hide yourself (such a rare commodity can’t be bought). Dragon hide armor is
always Masterwork quality, and subtracts 1 from each die of damage done by the appropriate kind of
attack (acid, fire, electricity, or cold).
Armor
Armor Cost Weight AC Move Max DEX Skill Proficiency Tech
Penalty Bonus Penalty
Cloth 5 gp 10 lb +1 - 8 0 Light Primitive
Leather 10 gp 15 lb +2 - 6 0 Light Primitive
Hide 15 gp 30 lb +3 Y 4 -3 Medium Primitive
Studded Leather 25 gp 20 lb +3 - 5 -1 Light Wild
Scale mail 50 gp 30 lb +4 Y 3 -4 Medium Wild
Banded mail 250 gp 35 lb +6 Y 1 -6 Heavy Wild
Chainmail 100 gp 25 lb +4 - 4 -2 Light Civilized
Breastplate 200 gp 30 lb +5 Y 3 -4 Medium Civilized
Half-plate 600 gp 50 lb +7 Y 0 -7 Heavy Civilized
Full plate 1,500 gp 50 lb +8 Y 1 -6 Heavy Civilized
Shields
Shields Cost Weight AC DR HPs Skill Penalty Tech Note
Rattan 1 gp 3 lb +1 3 2 -1 Primitive
Round 3 gp 5 lb +2 5 3 -1 Primitive
Target 7 gp 10 lb +3 5 5 -2 Wild Bash
Tower 30 gp 30 lb +4 5 10 -10 Wild @
Buckler 7 gp 5 lb +1 10 0 0 Civilized @
Heater 9 gp 8 lb +2 10 2 -1 Civilized Bash
Kite 20 gp 15 lb +3 10 5 -2 Civilized Bash
Target shield
A larger, sturdier wooden shield, often diamond
shaped. This wood has been hand-sawn and
carefully warped to maximize strength and
durability.
Tower shield
A moveable wooden wall, the tower shield
imposes a -2 to all attacks, imposes a move
penalty if you don’t already have one (just like
Heavy armor), cannot be used from a mount,
and does not allow more than a +2 DEX bonus
to AC. The shield can be used as Cover, but only
if you give up your attacks and cower behind it.
At that point striking the shield is as easy as
hitting a wall (AC 10, +4 for no DEX bonus).
Still, it may be worth something to force your
foes to demolish your shield before they
demolish you.
Buckler shield
A small metal plate originally worn as an
elaborate belt-buckle. The advantage to the
Carry
This is the Light load for the creature. Remember to add the weight of saddles, tack, any barding and the
rider, including all of his armor and gear.
Load Carry Max Skill Movement Medium characters usually weigh between 100
Weight DEX Penalty Penalty and 200 lb. Since individual mounts will differ
Bonus slightly in size and strength, and since larger
Light x1 - - - warriors will pick the larger mounts, you can
Medium x2 3 -3 -10 ft just assume an average of 150 lb.
Heavy* x3 1 -6 -20 ft
*Flying mounts cannot carry a Heavy load. Small characters average about 50 lb.
Feed
The cost per day to feed the animal, not including stabling fees. Some creatures have to be fed meat.
Horses
Horses are valuable tools and status symbols. The last three in the table are trained for war.
Exotic mounts
Some of these mounts can only be found in certain geographical climates. All of these creatures are
trained for battle, and thus their ownership might require legal permission or social status.
Boar eat meat if they can get it, but they can survive
off bread and scraps.
These animals make good war mounts because
they like attacking things. Unfortunately no one Dire Wolf, Dire Boar
has figured out how to train a herd of boar to
Like their smaller cousins, only larger and
just be attack animals: they need to be ridden
meaner. It is unlikely that any civilized society
and guided by Small riders. At least they are
would employ these creatures, as they tend to be
cheap to feed – they’ll eat anything. They don’t
uncontrollably violent.
make good eating, however; the meat is as
tough as old shoe-leather. Deinonychus
Wolf The only really suitable riding dinosaur. Fast
and vicious, it makes an excellent mount.
Includes large war-trained dogs like German
Convincing one not to eat you, however, could
Shepards, Ridgebacks and Newfoundlands.
be problematic. One solution is the Animal
These creatures can be trained to fight as a pack,
Friendship spell.
or can be ridden by Small characters. Dogs will
Elephant Triceratops
Bowmen in the howdah will defend the creature You can practically build a castle on the back of
from spearmen, while the driver directs it to these (or a double-sized howdah). Also suitable
trample anything in the way. Can also be used for large giants to ride.
Flying mounts
These even more exotic war mounts are not necessarily available in any given area, no matter how much
money you have to spend. Even if they are, their ownership is likely to be restricted to certain social
groups by law or tradition.
The weight and cost is given for a Large animal, so for Medium ones, reduce the cost/weight by ½.
Exception: the howdah is already weighted and priced for a Huge, exotic animal like an elephant or
triceratops.
Buildings
Eventually you’ll want to settle down and buy a place of your own. The mason’s guild is the place to go
for buildings, roads, fortifications and other improvements.
Occupancy
This is the number of people who can live comfortably in the building. In times of war or emergency, up
to x4 as many soldiers or refugees can occupy the building for weeks at a time.
Cost
Maintenance on a building is approximately 1% per year. Rent is typically 5%.
AC Bonus
This is the amount of military defense the structure adds. While individuals can use any wall as cover or
concealment, entire military units can gain this AC bonus when fighting other armies.
All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed, as well.
Barn Palace
A barn houses 40 Medium, 10 Large, or 2 Huge Luxurious accommodations for nobles and their
animals. servants.
House Cavern
A basic house, with three to five rooms. Huge caverns with many artificial tunnels and
Obviously houses vary considerably in value, additions.
depending on quality, size, and location
Barracks
Manor Quarters and furnishings fit only for soldiers.
A two-story building with three to five rooms
Bailey
per floor.
A wooden fort surrounded by a 10 ft tall log
Mansion wall.
Three stories, with extravagances such as
Gatehouse
ballrooms, wine cellars, separate kitchens,
usually on a large estate. The gatehouse is built around and over a large
wooden double-wide gate as a fortified
entrance. The gate is thick wood strengthened
by iron bands. Murder-holes allow the
Tower Sept
A four-room stone tower with an interior A main hall for worship and several apartments
winding staircase, and battlements on the top. suitable for acolytes to live in.
Often attached to a castle or wall, but can also be Chapel
a free-standing structure.
A stone hall, with apartments for the staff.
Keep
Temple
A strong stone keep with 15 to 25 rooms,
A large stone hall, usually adorned with statues.
including storage space and a private well
There are apartments for the priests in the back.
whenever possible.
Church
Castle
A larger chapel with separate apartments and
A larger, stronger keep, surrounded by a 15 ft
extra rooms like libraries and scriptoriums.
wall with battlements, with four towers and a
gatehouse. Cathedral
Citadel A massive structure built to impress and awe.
The finest touches the society can afford will be
A massive castle, with a 20 ft outer wall linking
used: marble floors, stained glass, gigantic spires
six to eight towers and two gatehouses.
and often a bell tower or two.
Fortress
Shop, Large Shop
Two layers of walls, each 30 ft tall, with multiple
A small shop such as a tailor’s or bakery. A large
towers and gatehouses.
shop serves as a general store or factory.
Wooden wall
Academy
A wall of upright logs, 15 ft tall and 3 ft thick. It
Apartments, classrooms, libraries and a kitchen.
includes a simple wooden gate.
University
Stone wall
Lecture halls, professor's housing, student
A stone wall 20 ft tall and 5 ft thick. It includes a
dorms and perhaps a few shady groves for
simple wooden gate.
holding debates.
Great wall
The capitals of nations are defended behind
these 30 ft tall, 10 ft thick stone walls. A city of a
square mile will fit in this amount of wall.
Land
Land Price per acre Mountains are rocky, hilly land that is usually
Mountain ½ gp only suitable for mining. Plateaus or mesas will
Forest 1 gp be valued as flat land of the appropriate type.
Pasturage 2 gp
Farmland 5 gp Forests contain lots of trees which must be
Swamp ½ gp cleared before the land can be effectively
Village 10 gp farmed. Every city needs a forest close at hand
Town 100 gp to supply firewood and building materials, so
City 1,000 gp even civilized realms will still contain many
Desert Free forests.
Coastline x2
Pasturage is flat, clear land not really suitable
for farming, either because the soil is poor or
The first three rules of real estate are location, there is little irrigation or rainfall.
location, location. Land in prime locations may
Farmland is developed land, plowed, tilled,
cost much more than the listed price, especially
fenced and properly watered. It is also within an
in cities. In many societies land will not be for
hour’s walk of a fortified place that can protect
sale to non-nobles. A square mile of fully
the farmers; otherwise, it’s just pasturage.
developed prime farmland would cost 3,200 gp,
Nobody is going to labor in the fields unless
not counting any buildings or improvements.
they feel safe.
Compare this to the price of a magic sword.
Swampland is worth something, as it is possible
Wild, uncivilized land is free to claim, but no
to eke a living out of it. However, its productive
one will buy it until it has been shown to be safe
value in either crops or lumber is small,
to live in. Traditionally a 9th level individual
traveling is difficult, and the weather is
must build and inhabit a castle before people
generally wretched.
will consider the area “safe.”
Ram walls. With a full crew they can fire every 4th
round.
Rams can be operated by ordinary solders. They
can attack once per round. The crew is protected Catapult, Trebuchet
with Full Cover (+8 AC) by the roof and walls of
Catapults and trebuchets are all but useless
the ram. Only an immobile target can be
against anything smaller than Huge, or anything
attacked by a ram; the target can negate all
that moves. To attack a mobile target requires a
damage with a DC 5 Reflex save.
Ranged Touch attack (the same as with a
Warships come equipped with rams, which do Ballista), but the target can negate all damage by
not require crews and do damage based on the making a Reflex saving throw at DC 5. Hitting
size of the ship. smaller than Huge targets requires a natural 20,
and the target still gets a Reflex save unless it’s
Ballista inanimate.
A ballista makes Ranged Touch attacks against
It requires an engineer and a crew of 20 men five
targets; however, it does not receive any
minutes (50 rounds) to reload. They can only
bonuses from the operator’s BAB or DEX.
shoot 45° to either side of where they are
(Optional rule: the operator can add his or her
pointing; to turn the weapon to a new heading
Siege Engineering skill).
requires 10 rounds. Normally catapults do not
Well-equipped engineers can use a special move, but they can be dragged 5 ft per round if
bundle of arrows to deliver an area attack (no necessary. These siege engines are Huge and
roll to hit, 10x10 ft area, 1d6 arrows strike each require a lot of space, so only one or two can be
target for 1d6 damage, DC 15 Reflex save for mounted on large ships. If used against a ship,
half damage, costs 5 gp). Poisoned or spell- the ship’s captain should make a Sailing skill
trapped javelins are also a possibility. For check opposed by the Siege Engineer’s skill
attacking fortifications, however, heavy stones check instead of the DC 5 Reflex save to avoid
are used. damage.
Carry
This is the multiplier for the creature in the harness. Thus, a Pack Saddle allows a Draft horse to carry
200 lb as a Light load and 600 lb as a Heavy load. A Wagon would allow the same horse to pull 1,000 lb as
a Light load and 3,000 lb as a Heavy load (but the wagon itself already weighs 1,000 lb).
In general vehicles can carry a maximum of three times their own weight, so a 1,000 lb wagon can carry
an additional 3,000 lb of cargo. With two draft horses this would only be a Medium load.
Sailing checks are used to control watercraft. The captain’s skill is the most important, although he can
gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Some ship designs impose
additional penalties; Masterwork ships would grant a +2 if you could afford them.
Weathering a storm is a DC 10 to 30 check, depending on the severity of the storm. Failing by 5 or less
inflicts 10–80% damage to the ship; failing by more causes the ship to sink.
Length
The length of the vessel. Most ships are ¼ as wide as they are long (rafts and barges are exceptions, often
being completely square). The number of siege weapons that can be mounted based on ship length.
Crew, Max
The minimum number of crew necessary to avoid a -4 penalty to Sailing checks.
Passengers
This is the maximum number of passengers possible, given deck space and carrying capacity.
Move
This is the maximum movement per turn or per hour. Watercraft cannot Double-Move, Run, or Charge.
Oar-powered vessels can only travel at top speed for an hour, plus an hour per point of CON bonus of
the crew.
Carry
How much weight the vessel can carry. Remember to count the weight of any passengers (but not the
crew, which is already calculated in). Each medium-sized passenger is the equivalent of 200 tons of cargo.
HPs
The number of hit points of damage the vessel can take before sinking. Note this is not the complete
destruction of the ship but merely compromising its ability to float. The vessel could conceivably be
repaired by magic or crew action before it actually goes under water. However, inflicting x3 this much
damage results in effectively complete destruction, beyond any chance of repair. Almost all vessels have
a DR of 5 due to their wooden construction.
Siege Weapons
The usual mode of combat with ships is ramming or closing for boarding with marines. Boarding planks
and grappling hooks are included with the price of warships. Archers can occupy the deck, at two per
5 ft. Ships can be equipped with siege engines at the expense of useable deck space. Longships, due to
their narrow construction, can only have half as many siege weapons installed.
Rams do vastly more damage when powered by a ship. A ram attack does 1 pt of damage for every hit
point of the attacking ship; this means a Trireme will cut a Galley in half with a single deadly lunge.
Normally the ship doing the ramming does not suffer any damage, as they are built to do this. Make an
opposed Sailing check to ram a foe (although you must be approaching them from the side), inflicting an
Cost
Maintenance is typically 10% of the purchase price per year.
Class Kits
Class kits contain everything a character needs to perform that class’s function. Adventurers planning to
spend a lot of time outdoors may wish to invest in a Ranger’s kit.
Camping Gear
Everything an adventurer needs to live in the wild.
Luggage
Every adventurer needs something to carry or store his loot in.
Crates (boxes, trunks and chests) often have locks attached to them. See the Locksmith section for details.
They may also be chained in place, or built into the walls/floors of a building or ship.
Masterwork crates cost an extra 50 gp, and have DR+2. Steel crates can be made out of sturdier materials
such as mithril or adamantium, gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%), and
costing an extra 250 gp per lb (but remember, mithril objects weigh half as much). This can result in boxes
very hard to break into, but it can also result in boxes that are worth more than anything they could
possibly contain.
Illuminatiorium
Light is a preoccupation of workers and adventurers. Illumination allows fine work, reading, or any other
activities – such as fighting - without a penalty. Shadowy illumination generally imposes a 20% miss
chance and allows people to hide without needing cover. Light sources create shadowy illumination in
twice the radius they create full illumination.
Locksmith
Traps or Alarms can be keyed to locks, so that forcing the lock triggers the trap. Magical traps and
symbols can also be keyed to a lock mechanism, so that correctly opening the lock does not trigger the
trap.
Doors are the most obvious place to put locks, but chests and trunks are good choices too. A steel trunk
with a good lock can foil amateur thieves, who may not be able to pick it or break into it without making
a huge ruckus. Also, breaking into a locked chest is a good way to ruin the contents.
Hardware Store
All tools grant a +2 circumstance bonus when used as part of an appropriate ability check (for instance,
using a crowbar to force open a door or chest). Masterwork tools cost +50 gp and grant an additional +2.
Many tasks, such as digging a ditch or making firewood, are effectively impossible without a suitable
tool. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool
as part of their craft.
Most tools can be used as an improvised weapon, doing 1d4 of an appropriate type of damage and
inflicting a -4 to-hit penalty. Large, two-handed tools will do 1d6 damage.
Furniture Mart
Furniture prices are for a typical piece. Some examples are: beds, wardrobes, chests of drawers, tables,
stools, chairs, benches, couches, cupboards, bookshelves, wine closets, hat-, coat-, or weapon-racks.
Exquisite works of art or antiques can cost much, much more.
Luxuries
Everything an adventurer needs to live in style.
Common items
Clothing Cost Headgear Cost Cold-weather gear Cost
Serf’s burlap tunic 6 cp Straw hat 1 cp Heavy doubled 2½ sp
Burlap leggings 3 cp Leather wide- 2 sp burlap poncho
Canvas blouse with 3 sp brimmed hat Sheep-skin coat with 12 sp
leather laces Woolen cap, with 15 sp brass buttons
Denim trousers with 6 sp rabbit-fur ear flaps Rabbit-fur cloak lined 6 gp
brass buttons Velvet chapeau, 3 gp with linen
Fine linen tunic with 25 sp silvered and Wool coat w/silver 16 gp
brass buttons feathered buttons and fox fur
Cheap woolen 25 sp Brocade head-piece, 20 gp Lion-fur cloak with 60 gp
leggings gold and pearl inlay gold buttons
Fancy linen blouse 2 gp Footwear Cost and a gold brooch
Wool jacket and 25 gp Burlap sandals 1 cp clasp
trousers, gold buttons Leather shoes 2 sp Heavy leather coat, 4 gp
Silk doublet, gold 50 gp Soft leather boots 10 sp brass buttons,
buttons, lace collar lined with rabbit fur rabbit fur trim
Silk tights 10 gp Suede boots, fox-fur 5 gp Accessories Cost
Blouse and skirt, 7 sp Silk slippers w/ mink 15 gp Canvas belt with 5 cp
demin, clay buttons High, stout boots 2½ gp wooden buckle
Burlap peasant dress 1 sp trimmed in rabbit fur Leather belt with a 1 sp
Fancy demin dress 10 sp Gloves Cost brass buckle
Linen dress, lace trim 40 sp Burlap work gloves 1 cp Fancy suede belt with 1 gp
Evening gown, silk, 50 gp Canvas work gloves 5 cp a silver buckle
lace trim and pearls Leather gloves 2 sp Silk sash with a gold 10 gp
Ceremonial Robes, 100 gp Long lace gloves 2 gp and pearl clasp
brocade and studded Silk opera gloves, 15 gp
with valuable stones with gilded lace
Wool mittens 1 gp
Materials
This is the price per yard for bulk materials, which can be used as materials for tailoring or treasure. An
ell of silk (25 yards) is worth more than a master craftsman makes in a year.
Trimmings
Do not include Trimmings as part of the price for calculating creation times; the tailor normally buys
these items from other suppliers and merely adds them to the outfit.
Sewing Shop
Adventurers will probably resort to magic to repair their clothes. But in case they don’t, here are some
prices for objects they’ll never use.
Poor travelers can expect to spend 1 sp a day. Normal adventurers will spend about 1 gp per day. Rich
vagabonds can live in high style for 5 gp a day.
Lodgings
Entertainment
Description Cost
Entertainment Cost
A spot in the common room 1 cp
Chewing tobacco 1 sp
Small private room 2 sp
Smoking tobacco 2 sp
Large private room with bath 5 sp
Narrowleaf 5 sp
Hotel suite with fireplace 2 gp
Flower of the Poppy 1 gp
Stable and Feed 1 sp
Puppet show, if you like it 1 cp
Stable and Feed, warhorse 2 sp
Mummer’s farce, 1 seat 2 cp
Stable and Feed, Exotic mount 1 gp
Tavern bard, 1 song of your choice 1 sp
Meals
Bard, private performance 1 gp
Musical troupe, 1 evening 2 gp
Description Cost Private circus, 1 evening 10 gp
A bowl of porridge flavored with peas 2 cp Tavern wench, 1 night 1 sp
A bowl of stew with a slice of bread 4 cp Courtesan, 1 evening 1 gp
Bread, chicken or mutton and cheese 7 cp Penny-pitching game 1d10-4 cp
Pork platter, with a side of vegetables 1 sp Dice game 1d10-4 sp
A slab of steak or roast, with pastries 2 sp Card game 1d10-4 gp
Roast capon, goose liver pate, prime rib 1 gp Cockroach races 1d20-8 cp
12-course gourmand’s feast 10 gp Dog races 1d20-8 sp
Horse races 1d20-8 gp
Drinks Fist-fighting Free
Description Cost
Water -
Note: any of these entertainments may be
Tea, all you can drink 1 cp
unavailable or illegal, depending on local rules.
Beer, stein 3 cp
Illegal entertainments are twice as expensive,
Ale, mug 5 cp
and carry the risk of being arrested during a
Wine, glass 1 sp
police raid.
Brandy, goblet 1 gp
Champagne, flute 2 gp
Most villages will have a Shrine, with at least one first-level priest in attendance. Towns will almost
always have a Church and a caster who can Remove Disease. Cities or Royal courts will strive to have a
Cathedral, with the incredible benefits a 9th level priest brings (like Raise Dead). Imperial cities or
metropolises might have several Cathedrals of different faiths. However, casters over 9th level are
exceedingly rare; obtaining their services is always a personal favor, never a transaction in gold.
Ceremonies
Priests often officiate at ceremonies, acting as a witness for the community, the rulers and the gods.
Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. The
priest will perform the ceremony for free, as long as he’s invited to the banquet (and paid for his spell).
Invariably he will take the opportunity to preach his faith to a captive audience.
Weddings and funerals are the most common ceremonies. Few faiths practice baptism, and in any case
they usually wait until the child reaches adulthood to claim them for the faith. Launching a ship, starting
a new business, or building a house are also frequent requests for a blessing.
Another standard ceremony is the weekly casting of a divination, attempting to foresee and prepare for
any catastrophes in the next week. It is exceedingly difficult to invade a city by surprise when the High
Priest is regularly casting Divination with the question, “Are we going to be invaded this week?” This is
equally valuable for earthquakes, tidal waves, tornadoes, blizzards and plagues.
Spell-casting
Pricing spells at a temple is problematic. If you are of the same faith, then the price will be adjusted
according to your need and your ability to pay. Even Evil priests will only fleece their flocks for what
they can afford. Life-saving spells will be subsidized (except for the material component) even to
peasants. A dead peasant can’t work, and a sick one might make others sick.
On the other hand, if you are a member of an opposed religion, then even Good churches might refuse to
help you at any price. Some communities of mixed faiths will legally compel priests to treat all comers, at
government established rates, while others will let the temples freely compete for the public’s approval.
The prices below assume you are a stranger, without a good or bad reputation, and of the same basic
alignment (Good or Evil). The prices also assume the priest can cast the spell any time in the next 24
hours, and doesn’t have to leave his temple to do so. Double the price for house calls or quick service.
Obtaining other spells will require a Diplomacy or Bluff check, and the price will be high enough to make
sure you don’t waste the priest’s time with frivolities (10 gp times the spell’s level, plus any material
components). Keep in mind that the priest already has a full-time job healing and curing his flock, and
will generally put them ahead of you in line for his spells. Priests will charge lower prices for spells that
advance their religious cause – such as Detect Alignment and Atonement. Conversely, they charge more for
spells that don’t obviously advance their cause.
Higher rank wizards (5th and up) will tend to earn their keep making magic items. The market for such
items is small, being restricted to really rich people, so the wizard will probably only make a few a year.
However, the profit margin is such that he can spend the rest of his time studying, investigating and
practicing his arcane arts.
Alchemy
The craft of alchemy is a favorite pastime of wizards. Many of them are convinced that there is a formula
to transform lead or other base metals into gold. Who knows – they might be right!
Spells
The most common spell sold by wizards is Prestidigitation. The many uses of this spell allow beginning
wizards to make a living off of their magic. The only difficulty is the short duration of the color/flavor
effect, but some wizards will double this by the use of the Extend Spell metamagic feat.
Items
Item Cost Description
Scrolls Unlikely Why would a wizard sell you a scroll? You could just copy it into your own
(1st) spell book and then what would you need him for? Scrolls are made for the
wizard’s own personal use, or manufactured at the command of their master.
Buying them on the open market is unlikely except in the most magic-rich
societies.
Continual 30 gp This is the price for having the spell cast on an item of your selection, in your
Flame +50 gp choice of color. Some cities will hire junior wizards on a long-term contract to
(2nd) make street lighting, typically paying them a flat fee (1,200 gp a year) for 300
castings (the city still has to provide the material component). In those places
Everburning Torches will sell for as little as 55 gp.
Potions Varies Many wizards will make potions to order. It’s a safe and profitable business.
(3rd) The only problem is that there are few customers: usually only adventurers
want to turn pounds of gold into momentary combat advantages.
Wondrous Varies This is the bread and butter of the wizard trade. Making wondrous items is
Items safe, fun, and unlikely to lead to any recriminations, so wizards will make them
(3rd) whenever they can.
Magic weapons Varies Wizards are not really that keen on making weapons for their perhaps least
and armor favorite group of people - fighters. However, huge sacks of cash can
(5th) occasionally convince them to set aside their prejudices.
Wands Unlikely Wizards are even less keen on sharing their unique abilities with non-wizards.
(5th) Usually they only make wands for their own defense. However, some advanced
magocratic societies will manufacture wands for military use.
Rings No It is an oft-forgotten fact that the ability to make rings does not come until the
(12th) 12th level. This means there are extremely few wizards who can make rings, and
none of them is going to waste their time begging gold pieces from adventurers.
Rings are occasionally found, looted, or won; but almost never bought.
Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its
Save DC). Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Ingesting the
appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Any alchemist
who can make a poison can also make the antidote (at the same difficulty level) – unless for some reason
the materials simply aren’t available.
Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill, and is
relatively safe. These poisons are selected because they have no strong flavor or smell.
Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. A
natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby
ally). Only a single dose can be applied to a weapon at a time. After the first successful hit, the poison is
expended. Exposure to water, extended sunlight, or other environmental effects will also ruin the poison.
Piercing attacks are best for delivering Injected poisons; Slashing attacks grant a +2 on the save, and
Bludgeoning weapons cannot use Injected poisons.
Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute)
later. Ability damage is temporary (it returns at the rate of 1 per day), unless the saving throw was
critically fumbled (a natural 1), in which case it is permanent. Exposure to multiple doses of a poison
inflicts multiple saves and damage rolls.
The Artisan class represents upper-level craftsmen such as Experts or above, and various academics or
businessmen like bankers and importers. The Noble class is the 1st rank of nobility; higher ranks will be
expected to live and entertain more lavishly. The figures for the Peer class represents the minimum
amount a head of state would spend; there is, of course, no maximum.
Expense
How much it costs per year to maintain this lifestyle. Double this expense if you are maintaining an
ordinary-sized family.
Food
A representative example of what you could find on their dinner table. Slaves are so poor they eat
porridge twice a day and nothing else; while peasants eat porridge for breakfast and lunch, they can
usually afford something else for dinner.
Cloth
The kind of cloth normally associated with this station in life. In some areas this may be a legal restriction.
Fittings
For furniture, clothes, dishes and general house-wares. Only Peers can normally afford to decorate their
clothes with gold buttons and buckles. Slaves, on the other hand, use bits of wood as buttons.
Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant, and
Serfs may well have family heirlooms of silver.
Lifespan
The effect this lifestyle has on the average lifespan of an individual.
Slaves are wretches whose lives are misery and degradation. Serfs are poor and oppressed; Freemen are
merely poor. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can
hope for. Nobles are ranked individuals, with salaries or land holdings; Peers are major nobles and heads
of state. Adventurers, of course, are footloose wanderers living in inns when they’re not sleeping in the
woods or camping in dungeons. They eat well and wear first-rate equipment, but their life span is often
cut short by the nature of the work they do.
Serf 20 gp
Food Porridge three times a day, but with cheese or bread for dinner. Chicken or fowl once a week, pork
and beef on holidays and special occasions. Tea is served at meals, at least for the adults.
Clothing Tunics of burlap or other coarse fibers. Winter wear may be a blanket with a hole in it. Footwear is
limited to sandals made of burlap straps; in cold weather, the feet are wrapped in rags before
putting the sandals on. Buttons and clasps are made of wood.
Quarters A Cottage for the family, usually shared with chickens or other farm animals.
Family Children are well-fed, if not well-clothed. Chores abound for everyone, and parents may be harsh,
but normal family relationships are possible.
Fun Crude wooden toys for the children, bone dice for the grownups. An occasional trip to town to see
the mummers or bards. Ale in the tavern once a week or so for the more well-to-do.
Effects Life-expectancy is 48 years, due to work and war. This is a hard life of constant labor, leaving little
time for self-improvement (characters cannot learn new skills while working as a serf).
Freeman 30 gp
Food Porridge is still served for breakfast and lunch, but flavored with vegetables. Dinner is often bread
and chicken. Beer is served with dinner once a week or so.
Clothing Canvas tunics with fired-clay buttons. Soft shoes made of leather.
Quarters An ordinary House, either of clapboard, stone, or clay, with a well-thatched roof. Animals are
normally kept in the barn.
Family Children are prized and generally given some kind of education until early adolescence.
Fun Ale in the tavern on weekends for the men; sewing and knitting circles for the women. Children
may have well-made toys of wood, or musical instruments to practice on.
Effects Life-expectancy is 64 years. There is time and energy left over to think about improving one’s lot in
life though education or investment.
Artisan 60 gp
Food Porridge is served only for breakfast. Dinner and sometimes lunch is bread and mutton, possibly
with beer. Ale is served with dinner.
Clothing Linen with shiny brass buttons. Soft boots with gloves, hats and purses.
Quarters A Manor house with rooms for servants as well as family.
Family Children are often put to work in the family business, but only for their education, not for any
expectation of profit. If possible, they will be sent to institutions of higher learning.
Fun Dances and dinner parties on regular occasions. Children may have pets such as ponies or cute little
dogs. Guildmasters and such are expected to feast their lesser workers several times a year.
Effects Life-expectancy is 64 years. Hobbies such as philosophy and art can be a part of enjoying life.
Family Children are expected to carry on the family legacy. They will be educated in their chosen
profession.
Fun Dinner parties at other noble’s houses almost every week. Bards and other entertainers will be
brought in for special occasions.
Effects Life-expectancy is 64 years. The study of literature or politics is often a required activity.
Peer 2,000 gp
Food Every meal is a gourmet event. Meat is always available, such as fine roasts, capons cooked inside
turkeys, exotic fish, or pork wrapped in bacon and served on ham. Bread is often white, not just
brown. Wine is served with every meal. Imported wines are served at special occasions.
Clothing Silk and fur. Slippers made of impractical materials. Gold buttons, buckles and threads are used
liberally; jewels may be incorporated into clothing as well as jewelry.
Quarters A Castle. The expense includes the minimum necessary servants to maintain this kind of lifestyle
(usually two or three per family member), but it does not include the army that should be living in
your castle if you intend to remain a Peer for very long.
Family Children are valued assets of the State.
Fun Hunting, hawking, dancing and partying every night. Only the pressures of war interrupt the
peerage’s pursuit of pleasure.
Effects Life-expectancy is 80 years, ignoring events such as assassination, war, or monster attacks. Peers
hire other people to study literature and politics for them.
Adventurer 400 gp
Food Adventurers eat 5,000 calories a day. This means meat at every meal: bacon for breakfast, half a
chicken for lunch, and a slab of steak for dinner. Also, as every adventurer knows, alcohol is a
good source of calories too, and in many places, you can’t trust the water.
Clothing Well-made, sturdy clothes of durable materials. High boots made for walking. Stray odds and
ends may be found in their heavy-duty packs, like a formal academic robe or a fantastic hat.
Quarters Living on the road, in taverns and inns. Adventurers generally buy private rooms or suites for
their party. Mixing with the commoners exposes you to infiltration, diminishes your mystique,
and only frightens the locals.
Family Adventurers don’t have families; they have parties, who are fiercely loyal to each other. A
popular saying is, “Blood may be thicker than water, but XP is thicker than blood.” To share
experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or
wine with a guest.
Fun Courtesans, musicians, gambling and drinking, every night. Adventurers are notoriously
restless and easily bored.
Effects The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Life-
expectancy is nominally 64 years. Good luck with that.
Traditionally, the employer can deduct ¼ of the worker’s pay by providing his tools. This usually does
not apply to craftsmen, who prefer to own and maintain their own tools, but it quite often applies to
soldiers, especially if the lord wants them better armed than their own meager resources can provide.
The employer may also deduct ¼ of the worker’s pay for room and board. Again, this usually only
applies to military men, who are expected to occupy fortifications as part of their duties.
Finally, the employer may deduct ¼ of the wage if he provides for their advancement. Craftsmen almost
never accept this arrangement, as they do not trust their employers to place the same value on their
personal advancement as they do. Also, craftsmen usually prefer to spend that money on luxuries like
clothing and food. Soldiers, however, will freely accept this deal, expecting that a share of the booty after
a battle will greatly exceed any salary they could hope to draw. In addition, they do trust their lord to
advance them, if they fight well enough, because they know their lord depends on them.
This means that although the capital outlay of maintaining a body of men, including arms, quarters and
supplies, can be quite high, the actual amount of gold distributed to the soldiers can be quite low. This
explains why soldiers rarely support families. Well, and the fact that they tend to die a lot.
The yearly wages include the expected bonuses for long-term employment, such as holidays and gifts.
Workers who work for a daily wage will tend to be poorer than those with regular jobs.
Soldiers
The quality of soldier you receive depends on the amount of money you are willing to pay. Guards are
little more amateurs, hired to stand around more than to fight. Privates form the backbone of most
armies; Corporals and Sergeants provide basic leadership. Lancers are good enough to equip with horses
or other exotic, expensive equipment; Squires are warriors almost equal to Knights.
Skill Points
These are the number of skill points the soldier can be expected to apply to the fighting profession.
Everyone starts with one Simple weapon proficiency; additional proficiency feats costs 1 skill point. Thus,
a Guard could use a simple weapon, Light Armor and Shields.
Apprentice grade soldiers get their class proficiencies for free (usually Fighter, Warrior, or Barbarian),
meaning they can spend their skill points on useful skills like Wilderness Lore, Spot, Hide, or Move
Silently. If you are not using Apprentice grades, you can still use these tables to reflect common soldiers
of different quality.
The table shows skills and feats for humans; non-humans receive 2/4/6/8 skill points and a maximum of
1 feat. However, they may have racial proficiencies or skill bonuses.
Pay
The daily and yearly pay for each soldier does not include reductions for providing equipment, room and
board, or advancement. Thus, you could potentially pay a soldier as little as 10 gp a year, although it will
still cost you close to 40 gp a year to maintain him.
The one advantage soldiers have is that they do not pay taxes. They receive their money directly from the
tax collector, after all. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an
insurrection.
The cost for employing ranked warriors is much, much higher. All of these individuals have a full class
rank, so they have the proficiencies of their class and the attributes suitable for a hero. You can reduce
their pay by providing the necessities for them, but do not think this means you can stint on the cost.
Maintaining their loyalty is always necessary, and this requires treating them well.
Employing nobility over the third rank is unlikely. Viscounts and Marquis expect to be second in
command and possibly heir to the land. Men and women of Peerage rank (6th or higher) are not usually
employed; instead, one gives them land to manage and accepts their fealty in return. The rates below
represent how much it costs just to feed, house, and entertain high-rank nobility for a year; equipment
and advancement will be extra, as will the costs for their personal retinues.
Skill Level
This is the final skill level of the worker, counting all of his bonuses.
Skill Points
These are the number of skill points the worker has spent on his chosen profession. Only Expert level
workers and above are expected to have mastered the Skill Focus feat for their craft. Master craftsmen
have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks.
Attribute Bonus
This is the bonus to skill the worker receives for having either a 12, 14, or 16 in the appropriate attribute.
Usually this is DEX, but it may be INT, WIS, CHA, or STR. Workers are not as motivated to master their
professions as soldiers are (since failure is not so obviously linked to dying). Also, craft techniques don’t
lend themselves to as straight-forward improvement as making a soldier faster, stronger, or tougher.
Pay
The daily pay is provided in case you want to hire a worker by the day. However, if your period of
employment stretches over any holy days or traditional celebrations, you’ll have to pay him for those
days as well. The yearly cost already assumes all of those days, and other traditional gifts and bonuses.
Slaves don’t receive pay; rather, this number represents how much it costs to keep a slave and his family
alive. If your slaves don’t have families, then you can spend half as much and reap twice as much profit.
However, that means you need to find new slaves when these wear out, as you aren’t raising your next
generation yourself.
Taxes
The profit a lord can collect from the workers that live under his protection. Farmers tend to pay 1/3 of
their income in taxes, while townsmen manage to sneak by with 1/4, usually levied as fees on services
like grain milling or imports. The type of workers that make up the bulk of the workforce is determined
by the government and economic model. Poor societies will have mostly Apprentice level workers;
advanced civilizations will have greater and greater percentages of higher-grade craftsmen, resulting in a
larger tax base and superior equipment for their armies.
If your society has regular access to the Plant Growth spell, then your farmers will benefit greatly. Serfs
and Freemen will make 1/3 more gp a year, pay 1/3 more gp in taxes, and move up one step on the
lifestyle table.
Shops
Individual crafts such as smiths, potters, carpenters, and so on make wages or profits according to their
skill and station. Usually they sell the goods they produce directly from their work-rooms: buying a
sword from a smith while standing in his smithy gives you a sense of the quality of his work. Even if
these men or women work in another’s shop, they will expect the guild standard rate of pay. Since most
workers provide their own tools, there is little reason for them to give you a cut of their paycheck.
Profiting from the labor of others is a modern concept: medieval barons made their money from owning
things or having rights. Selling or leasing a license to provide a good or service is a common practice (such
as the exclusive right to mill grain, sell wine, or buy wool). If you can purchase an exclusive right, then
you can run a shop for a profit because you can sell goods for more than it costs to make them.
Farms
The heart of any medieval economy is food production. Typically 75% of a medieval population is
engaged in agriculture. The listed revenue is only the taxable income; farms will also produce vegetables,
chickens and other raw materials for their own consumption. Farmers are assumed to have free access to
at least 1 acre of forest for fuel and building materials.
A farm with the Plant Growth spell will produce 33% more crops, meaning a typical wheat farm will make
4 tons of wheat instead of 3, which doubles its profitability (from 1 ton to 2 tons per year of wheat above
the 2 tons the farmer and his family eat to survive). This will increase both tax revenues and quality of life
for the peasantry.
Hotels
The revenue listed is only an average value. An inn at a crossroads will do very well; the same inn on a
dank moor will barely survive. Liquor or gaming licenses may be required, at varying expense.
Merchants
The buying and selling of goods – as opposed to producing and selling goods – is an unusual business. It
will probably require a license, cause undue suspicion, be subject to special taxes or forfeitures, and
occasionally be robbed.
Mines
Mines are unique in that the profit they generate depends less on the labor expended than on the quality
of the mining site.
Using medieval technology, a good miner can produce up to 600 lb of ore a day. The value of this ore
depends on its quality, what kind of ore it is, and how much it costs to refine it.
A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore.
Although this quality of ore is rare, iron as a whole is not. Bog ore will still produce 6–12 lb of iron per
A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). Gold
and platinum can be mined at similar rates, but veins of these precious metals are much rarer.
In all cases, mining the ore is the easy part. Refining the ore requires at least four times as much labor and
consumes whole forests.
Good miners are hard to come by: they have to be strong, tough and brave. Slave mines are only
profitable if the slaves are cheap (such as criminals from the state or prisoners of war).
Food
Hay is cheap, but animals require 2% of their weight per day. Barley is more expensive, but animals only
require 1% of their weight per day. Warhorses and such are often fed barley because it is easier to carry
and more nutritious.
Humans and other medium-sized humanoids require at least 2 lb of oats, rice, or wheat per day. This is a
miserable subsistence diet, and people will do almost anything to augment it.
Note that you must provide your own containers for these goods (except for bottled drinks).