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 weaponsto 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 weapon 2
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%
Weapon1 Weapon Cost2
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%
Weapon1 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