Epic Weapon Base Price
To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weapons to determine price.
Table: Weapons
| d% | Enhancement Bonus | Market Price****1 |
|---|---|---|
| 01–03 | +1 | +2,000 gp |
| 04–07 | +2 | +8,000 gp |
| 08–13 | +3 | +18,000 gp |
| 14–20 | +4 | +32,000 gp |
| 21–28 | +5 | +50,000 gp |
| 29–36 | +6 | +720,000 gp |
| 37–43 | +7 | +980,000 gp |
| 44–49 | +8 | +1,280,000 gp |
| 50–53 | +9 | +1,620,000 gp |
| 54–56 | +10 | +2,000,000 gp |
| 57–61 | Specific weapon2 | |
| 62–80 | Melee weapon with special ability and roll again3 | |
| 81–99 | Ranged weapon with special ability and roll again3 | |
| 100 | Roll on Table: Epic Weapons | |
| 1 This price is for 50 arrows, crossbow bolts, or sling bullets. | ||
| 2 See Table: Specific Weapons. | ||
| 3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons. |
Table: Epic Weapons
| d% | Enhancement Bonus | Market Price |
|---|---|---|
| 01–21 | +11 | +2,420,000 gp |
| 22–39 | +12 | +2,880,000 gp |
| 40–54 | +13 | +3,380,000 gp |
| 55–66 | +14 | +3,920,000 gp |
| 67–76 | +15 | +4,500,000 gp |
| 77–84 | +16 | +5,120,000 gp |
| 85–90 | +17 | +5,780,000 gp |
| 91–94 | +18 | +6,480,000 gp |
| 95–97 | +19 | +7,220,000 gp |
| 98–99 | +20 | +8,000,000 gp |
| 100 | Roll again and add +10 to bonus1 | 2 |
| 1This is cumulative if rolled multiple times. | ||
| 2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp. |
Table: Weapon Type Determination
| d% | Weapon Type |
|---|---|
| 01–70 | Roll on Table: Common Melee Weapon |
| 71–80 | Roll on Table: Uncommon Melee Weapons |
| 81–100 | Roll on Table: Ranged Weapons |
Table: Common Melee Weapons
| d% | Weapon****1 | Weapon Cost****2 |
|---|---|---|
| 01–04 | Dagger | +302 gp |
| 05–14 | Greataxe | +320 gp |
| 15–24 | Greatsword | +350 gp |
| 25–28 | Kama | +302 gp |
| 29–41 | Longsword | +315 gp |
| 42–45 | Mace, light | +305 gp |
| 46–50 | Mace, heavy | +312 gp |
| 51–54 | Nunchaku | +302 gp |
| 55–57 | Quarterstaff 3 | +600 gp |
| 58–61 | Rapier | +320 gp |
| 62–66 | Scimitar | +315 gp |
| 67–70 | Shortspear | +302 gp |
| 71–74 | Siangham | +303 gp |
| 75–84 | Sword, bastard | +335 gp |
| 85–89 | Sword, short | +310 gp |
| 90–100 | Waraxe, dwarven | +330 gp |
| All magic weapons are masterwork weapons. | ||
| 1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. | ||
| 2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
| 3 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 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 on d%) and it has no special abilities. |
Table: Uncommon Melee Weapons
| d% | Weapon****1 | Weapon Cost****2 |
|---|---|---|
| 01–03 | Axe, orc double3 | +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, dire 3 | +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 | Halfspear | +301 gp |
| 52–54 | Hammer, gnome hooked 3 | +620 gp |
| 55–56 | Hammer, light | +301 gp |
| 57–58 | Handaxe | +306 gp |
| 59–61 | Kukri | +308 gp |
| 62–63 | Lance, heavy | +310 gp |
| 64–65 | Lance, light | +306 gp |
| 66–67 | 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-bladed 3 | +700 gp |
| 90–91 | Trident | +315 gp |
| 92–94 | Urgrosh, dwarven 3 | +650 gp |
| 95–97 | Warhammer | +312 gp |
| 98–100 | Whip | +301 gp |
| All magic weapons are masterwork weapons. | ||
| 1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly. | ||
| 2 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
| 3 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 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. |
Table: Ranged Weapons
| d% | Weapon | Weapon Cost****1 |
|---|---|---|
| 01–10 | Ammunition | |
| 01–50 | Arrows (50) | +350 gp |
| 51–80 | Bolts, crossbow (50) | +350 gp |
| 81–100 | Bullets, sling (50) | +350 gp |
| 11–15 | Axe, throwing | +308 gp |
| 16–25 | Crossbow, heavy | +350 gp |
| 26–35 | Crossbow, light | +335 gp |
| 36–39 | Dart | +300 gp 5 sp |
| 40–41 | Javelin | +301 gp |
| 42–46 | Shortbow | +330 gp |
| 47–51 | Shortbow, composite | +375 gp |
| 52–56 | Shortbow, composite (+1 Str bonus) | +450 gp |
| 57–61 | Shortbow, composite (+2 Str bonus) | +525 gp |
| 62–65 | Sling | +300 gp |
| 66–75 | Longbow | +375 gp |
| 76–80 | Longbow, composite | +400 gp |
| 81–85 | Longbow, composite (+1 Str bonus) | +500 gp |
| 86–90 | Longbow, composite (+2 Str bonus) | +600 gp |
| 91–95 | Longbow, composite (+3 Str bonus) | +700 gp |
| 96–100 | Longbow, composite (+4 Str bonus) | +800 gp |
| All magic weapons are masterwork weapons. | ||
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. |
Table: Melee Weapon Special Abilities
| d% | Special Ability | Market Price Modifier****1 |
|---|---|---|
| 01–08 | Acidic blast | +6 bonus |
| 09–16 | Fiery blast | +6 bonus |
| 17–24 | Icy blast | +6 bonus |
| 25–32 | Lightning blast | +6 bonus |
| 33–40 | Mighty disruption | +6 bonus |
| 41–48 | Sonic blast | +6 bonus |
| 49–56 | Dread | +7 bonus |
| 57–61 | Anarchic power | +8 bonus |
| 62–66 | Everdancing | +8 bonus |
| 67–71 | Holy power | +8 bonus |
| 72–76 | Axiomatic power | +8 bonus |
| 77–81 | Unholy power | +8 bonus |
| 82–89 | Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table. | |
| 90–97 | Roll twice on nonepic magic item Table: Melee Weapon Special Abilities. | |
| 98–100 | Roll twice again2 | |
| 1 Add to enhancement bonus on Table: Epic Weapons to determine total market price. | ||
| 2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Ranged Weapon Special Abilities
| d% | Special Ability | Market Price Modifier****1 |
|---|---|---|
| 01–07 | Acidic blast | +6 bonus |
| 08–14 | Distant shot | +6 bonus |
| 15–21 | Fiery blast | +6 bonus |
| 22–28 | Icy blast | +6 bonus |
| 29–35 | Lightning blast | +6 bonus |
| 36–41 | Sonic blast | +6 bonus |
| 42–48 | Triple-throw | +6 bonus |
| 49–53 | Unerring accuracy | +6 bonus |
| 54–60 | Dread | +7 bonus |
| 61–65 | Anarchic power | +8 bonus |
| 66–70 | Holy power | +8 bonus |
| 71–75 | Axiomatic power | +8 bonus |
| 76–80 | Unholy power | +8 bonus |
| 81–88 | Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table. | |
| 89–96 | Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities. | |
| 97–100 | Roll twice again2 | |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. | ||
| 2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better. |
Table: Specific Weapons
| d% | Specific Weapon | Market Price |
|---|---|---|
| 01–18 | Stormbrand | 235,350 gp |
| 19–33 | Quarterstaff of alacrity | 462,600 gp |
| 34–48 | Souldrinker | 478,335 gp |
| 49–60 | Backstabber | 770,310 gp |
| 61–68 | Mace of ruin | 1,000,312 gp |
| 69–72 | Gripsoul | 1,856,500 gp |
| 73–78 | Elven greatbow | 2,900,400 gp |
| 79–64 | Finaldeath | 3,580,308 gp |
| 85–90 | Chaosbringer | 4,025,350 gp |
| 91–94 | Holy devastator | 4,620,315 gp |
| 95–98 | Unholy despoiler | 4,620,315 gp |
| 99–100 | Everwhirling chain | 5,220,325 gp |