### 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