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SYSTEM REFERENCE DOCUMENT 3.5

 
Uncommon Weapons Table

Table: Uncommon Weapons

d%

Weapon

Weapon Cost1

01–03

Axe, orc double2

+660 gp

04–07

Battleaxe

+310 gp

08–10

Chain, spiked

+325 gp

11–12

Club

+300 gp

13–16

Crossbow, hand

+400 gp

17–19

Crossbow, repeating

+550 gp

20–21

Dagger, punching

+302 gp

22–23

Falchion

+375 gp

24–26

Flail, dire2

+690 gp

27–31

Flail, heavy

+315 gp

32–35

Flail, light

+308 gp

36–37

Gauntlet

+302 gp

38–39

Gauntlet, spiked

+305 gp

40–41

Glaive

+308 gp

42–43

Greatclub

+305 gp

44–45

Guisarme

+309 gp

46–48

Halberd

+310 gp

49–51

Spear

+301 gp

52–54

Hammer, gnome hooked2

+620 gp

55–56

Hammer, light

+301 gp

57–58

Handaxe

+306 gp

59–61

Kukri

+308 gp

62–64

Lance

+310 gp

65–67

Longspear

+305 gp

68–70

Morningstar

+308 gp

71–72

Net

+320 gp

73–74

Pick, heavy

+308 gp

75–76

Pick, light

+304 gp

77–78

Ranseur

+310 gp

79–80

Sap

+301 gp

81–82

Scythe

+318 gp

83–84

Shuriken

+301 gp

85–86

Sickle

+306 gp

87–89

Sword, two-bladed2

+700 gp

90–91

Trident

+315 gp

92–94

Urgrosh, dwarven2

+650 gp

95–97

Warhammer

+312 gp

98–100

Whip

+301 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons.

Double Ended Spear Terminator Bar
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