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Placing Treasure

Table: Character Wealth by Level

PC Level* Wealth
2 1,000 gp
3 3,000 gp
4 6,000 gp
5 10,500 gp
6 16,000 gp
7 23,500 gp
8 33,000 gp
9 46,000 gp
10 62,000 gp
11 82,000 gp
12 108,000 gp
13 140,000 gp
14 185,000 gp
15 240,000 gp
16 315,000 gp
17 410,000 gp
18 530,000 gp
19 685,000 gp
20 880,000 gp
* For 1st-level PCs, see table 6–1 in Equipment.

As PCs gain levels, the amount of treasure they carry and use increases as well. The Pathfinder Roleplaying Game assumes that all PCs of equivalent level have roughly equal amounts of treasure and magic items. Since the primary income for a PC derives from treasure and loot gained from adventuring, it's important to moderate the wealth and hoards you place in your adventures. To aid in placing treasure, the amount of treasure and magic items the PCs receive for their adventures is tied to the Challenge Rating of the encounters they face—the higher an encounter's CR, the more treasure it can award.

Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value. It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased.

Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items. Table: Treasure Values per Encounter lists the amount of treasure each encounter should award based on the average level of the PCs and the speed of the campaign's XP progression (slow, medium, or fast). Easy encounters should award treasure one level lower than the PCs' average level. Challenging, hard, and epic encounters should award treasure one, two, or three levels higher than the PCs' average level, respectively. If you are running a low-fantasy game, cut these values in half. If you are running a high-fantasy game, double these values.

Encounters against NPCs typically award three times the treasure a monster-based encounter awards, due to NPC gear. To compensate, make sure the PCs face off against a pair of additional encounters that award little in the way of treasure. Animals, plants, constructs, mindless undead, oozes, and traps are great “low treasure” encounters. Alternatively, if the PCs face a number of creatures with little or no treasure, they should have the opportunity to acquire a number of significantly more valuable objects sometime in the near future to make up for the imbalance. As a general rule, PCs should not own any magic item worth more than half their total character wealth, so make sure to check before awarding expensive magic items.

Table: Treasure Values per Encounter

Average Party Level Treasure per Encounter
Slow Medium Fast
1 170 gp 260 gp 400 gp
2 350 gp 550 gp 800 gp
3 550 gp 800 gp 1,200 gp
4 750 gp 1,150 gp 1,700 gp
5 1,000 gp 1,550 gp 2,300 gp
6 1,350 gp 2,000 gp 3,000 gp
7 1,750 gp 2,600 gp 3,900 gp
8 2,200 gp 3,350 gp 5,000 gp
9 2,850 gp 4,250 gp 6,400 gp
10 3,650 gp 5,450 gp 8,200 gp
11 4,650 gp 7,000 gp 10,500 gp
12 6,000 gp 9,000 gp 13,500 gp
13 7,750 gp 11,600 gp 17,500 gp
14 10,000 gp 15,000 gp 22,000 gp
15 13,000 gp 19,500 gp 29,000 gp
16 16,500 gp 25,000 gp 38,000 gp
17 22,000 gp 32,000 gp 48,000 gp
18 28,000 gp 41,000 gp 62,000 gp
19 35,000 gp 53,000 gp 79,000 gp
20 44,000 gp 67,000 gp 100,000 gp

Building a Treasure Hoard

While it's often enough to simply tell your players they've found 5,000 gp in gems and 10,000 gp in jewelry, it's generally more interesting to give details. Giving treasure a personality can not only help the verisimilitude of your game, but can sometimes trigger new adventures. The information on the below can help you randomly determine types of additional treasure—suggested values are given for many of the objects, but feel free to assign values to the objects as you see fit. It's easiest to place the expensive items first—if you wish, you can even randomly roll magic items, using the tables in Magic Items, to determine what sort of items are present in the hoard. Once you've consumed a sizable portion of the hoard's value, the remainder can simply be loose coins or nonmagical treasure with values arbitrarily assigned as you see fit.

Coins: Coins in a treasure hoard can consist of copper, silver, gold, and platinum pieces—silver and gold are the most common, but you can divide the coinage as you wish. Coins and their value relative to each other are described at the start of Equipment.

Gems: Although you can assign any value to a gemstone, some are inherently more valuable than others. Use the value categories below (and their associated gemstones) as guidelines when assigning values to gemstones.

Low-Quality Gems (10 gp): agates; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tigereye; turquoise; freshwater (irregular) pearl

Semi-Precious Gems (50 gp): bloodstone; carnelian; chalcedony; chrysoprase; citrine; jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon

Medium Quality Gemstones (100 gp): amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red, red-brown, or deep green spinel; tourmaline

High Quality Gemstones (500 gp): alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz Jewels (1,000 gp): emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire

Grand Jewels (5,000 gp or more): clearest bright green emerald; diamond; jacinth; ruby

Nonmagical Treasures: This expansive category includes jewelry, fine clothing, trade goods, alchemical items, masterwork objects, and more. Unlike gemstones, many of these objects have set values, but you can always increase an object's value by having it be bejeweled or of particularly fine craftsmanship. This increase in cost doesn't grant additional abilities—a gem-encrusted masterwork cold iron scimitar worth 40,000 gp functions the same as a typical masterwork cold iron scimitar worth the base price of 330 gp. Listed below are numerous examples of several types of nonmagical treasures, along with typical values. Fine Artwork (100 gp or more): Although some artwork is composed of precious materials, the value of most paintings, sculptures, works of literature, fine clothing, and the like come from their skill and craftsmanship. Artwork is often bulky or cumbersome to move and fragile to boot, making salvage an adventure in and of itself.

Jewelry, Minor (50 gp): This category includes relatively small pieces of jewelry crafted from materials like brass, bronze, copper, ivory, or even exotic woods, sometimes set with tiny or flawed low-quality gems. Minor jewelry includes rings, bracelets, and earrings.

Jewelry, Normal (100–500 gp): Most jewelry is made of silver, gold, jade, or coral, often ornamented with semi-precious or even medium-quality gemstones. Normal jewelry includes all types of minor jewelry plus armbands, necklaces, and brooches.

Jewelry, Precious (500 gp or more): Truly precious jewelry is crafted from gold, mithral, platinum, or similar rare metals. Such objects include normal jewelry types plus crowns, scepters, pendants, and other large items.

Masterwork Tools (100–300 gp): This category includes masterwork weapons, armor, and skill kits—see Equipment for more details and costs for these items.

Mundane Gear (up to 1,000 gp): There are many valuable items of mundane or alchemical nature detailed in Equipment that can be utilized as treasure. Most of the alchemical items are portable and valuable, but other objects like locks, holy symbols, spyglasses, fine wine, or fine clothing work well as interesting bits of treasure. Trade goods can even serve as treasure—10 pounds of saffron, for example, is worth 150 gp.

Treasure Maps and Other Intelligence (variable): Items like treasure maps, deeds to ships and homes, lists of informants or guard rosters, passwords, and the like can also make fun items of treasure—you can set the value of such items at any amount you wish, and often they can serve double-duty as adventure seeds.

Magic Items: Of course, the discovery of a magic item is the true prize for any adventurer. You should take care with the placement of magic items in a hoard—it's generally more satisfying for many players to find a magic item rather than purchase it, so there's no crime in placing items that happen to be those your players can use! An extensive list of magic items (and their costs) is given in Magic Items.

Magic Item Category Average Value
Minor Item 1,000 gp
Medium Item 10,000 gp
Major Item 40,000 gp

Although you should generally place items with careful consideration of their likely effects on your campaign, it can be fun and save time to generate magic items in a treasure hoard randomly. You can “purchase” random die rolls of magic items for a treasure hoard at the following prices, subtracting the indicated amount from your treasure budget and then rolling on the appropriate column on table 15–2 in Magic Items to determine what item is in the treasure hoard. Take care with this approach, though! It's easy, through the luck (or unluck) of the dice to bloat your game with too much treasure or deprive it of the same. Random magic item placement should always be tempered with good common sense by the GM.

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