Ships Supplies: All of the items needed to maintain a spelljamming ship. Most of these items are available in any major port and most minor ports as well.
Rigging | Cost per 5 Tons |
None | no cost |
Minimal | 50 gp |
Standard | 100 gp |
Topped Out | 200 gp |
BLUNT AND PIERCING RAMS ONLY
Frame Material | Cost per Ton* |
Bone | 50 gp |
Wood | 100 gp |
Stone | 200 gp |
Ceramics | 250 gp |
Metal | 250 gp |
Crew Served Weapons: Cost Crew Reload Damage
Ballista, light 400gp 2 1 3d8
Ballista, heavy 800gp 3 2 4d8
Catapult, light 500gp 3 2 4d8
Catapult, heavy 1000gp 4 3 4d10
Bombard 10,000gp 3 3 4d12
Great Bombard 20,000gp 4 5 4d20
Greek Fire Projector 1000gp 4 6 3d10 120' cone DC15 save
Firearms: At the present time, all firearms are either muzzle or breach loaded. Breach loaders are the newer and more popular of the two; generally takes a longer time to clean out and reload a muzzle loader than a Breach loader. There are two technologies currently available in firearms; pinlock and forgelock. While the distinctions may seem trivial (both still use a pin to drive a hole in the two bags of powder, thereby creating the explosion) the forgelock is newer, fires more smoothly, and in most cases fires quicker, taking 1 or sometimes 2 off the weapon speed rating. Use of a Firearm requires an Exotic Weapon Proficiency feat.
Details regarding the firearms Table.
Base Cost: prices vary greatly, depending on where the purchase is made and a lot of qualifiers impossible to list completely. Base Cost also reflects the weapon as it was originally built; add ons and modifications will increast the cost, as will specialized ammo.
Ammo Cost: This is the cost for 1 shot. There is a range listed, depending on many factors. Purchasing powder only costs 1/2 the lowest cost in the range. The blunderbuss is often armed with improvised shot; metal shavings, shards of glass, various bric a brac...the max cost shown includes "bird shot", or tiny versions of the same lead ball that other firearms use. The lowest cost only includes the powder.
Reload: Time to clean and reload the firearm. Assumes all barrels are emptied in cases of multiple barrels. Most multiple barrel firearms can be reloaded singly, in case time is of the essence and a shot is required. In this case the time is halved. The Radcliffe Quad Shot pistol is an exception; the loads are manufactured to fill all four barrels at one time, thus the weapon cannot be loaded one barrel only.
Damage is per shot. Multiple barrel weapons can be aimed at different targets, except the Radcliffe Quad Shot.
Range: This reflects the incremental ranges.
Rate of Fire: the number of times the firearm may be fired in one round.
Base Cost Ammo Cost Reload Damage Range Rate of Fire
Weapon
Blunderbus 150 gp.
4-12 gp. 2 rounds 4d4 30 ft. 1
Carbine, Military 600 gp. 10-12 gp. 2 rounds 2d8 150 ft. 1
Clockwerk Arms Pepperbox 325 gp. 5-6 gp. 5 rounds 2d4-2 20 ft. 4
Clockwerk Arms Revolving Rifle 900 gp. 7-9 gp. 4 rounds 2d6-2 120 ft. 3
Musket 400 gp. 8-10 gp. 1 round 1d12 100 ft. 1
Pistol, Pinlock 150 gp. 5-6 gp. 1 round 2d3 30 ft. 1
Pistol, Military 300 gp. 8-10 gp. 1 round. 2d6 80 ft. 1
Pistol, Musket 175 gp. 6-8 gp. 1 round 1d8 20 ft. 1
Pistol, small 200 gp. 6-8 gp. 1 round 2d4 40 ft. 1
Radcliffe Quad Iron Pistol 375 gp. 16-18 gp. 1 round 4d4 20 ft. 1
Radcliffe Two Shot Rifle 625 gp. 8-10 gp. 2 rounds 2d6-2 140 ft. 2
Rifle, Long 500 gp. 8-10 gp. 1 round 2d6 160 ft. 1
Rifle, Pinlock 350 gp. 6-8 gp. 2 rounds 2d4 140 ft. 1
Rifle, Military 600 gp. 10-12 gp. 2 rounds 2d8 200 ft. 1
Rynnish Hold Out Pistol 225 gp. 5-6 gp. 2 rounds 2d4-2 20 ft. 1
Rynnish Hold out Pistol, 2 Shot 300 gp. 5-6 gp. 3 rounds
2d4-2
20 ft. 2
Rynnish Walking Stick 375 gp. 5-6 gp. 2 rounds 2d4 20 ft. 1
Vanar Liberator 725 gp. 10-12 gp. 2 rounds 2d8+2 240 ft. 1
Vislavski Rifle 600 gp. 10-12 gp. 2 rounds 2d6+2 180 ft. 1
Alternate Ammo: Incendiary rounds: +6 gp/round +1d6 fire/heat damage, must rebore rifle after 12-15 shots, 75 gp. Barrel replacement= 1/2 total cost of weapon. Precision Rounds: +5 gp.round +1 to hit