Wealth by Level
The Character Wealth by Level table tells GMs and players how much gear a character of a given level should have. Use it when starting a new campaign at higher levels, rebuilding a character, or auditing whether the party is over- or under-equipped. The treasure per encounter table drives the distribution — characters accumulate wealth through play and the two tables should stay roughly in sync.
Character Wealth by Level
| Level | Wealth (gp) |
|---|---|
| 1 | varies by class |
| 2 | 1,000 |
| 3 | 3,000 |
| 4 | 6,000 |
| 5 | 10,500 |
| 6 | 16,000 |
| 7 | 23,500 |
| 8 | 33,000 |
| 9 | 46,000 |
| 10 | 62,000 |
| 11 | 82,000 |
| 12 | 108,000 |
| 13 | 140,000 |
| 14 | 185,000 |
| 15 | 240,000 |
| 16 | 315,000 |
| 17 | 410,000 |
| 18 | 530,000 |
| 19 | 685,000 |
| 20 | 880,000 |
One big item = weapon, armor, or primary stat booster. Two medium = secondary stat items, cloak, ring. Remainder = consumables, scrolls, wands, minor wondrous items.
Starting Wealth by Class
1st-level characters roll their class's starting wealth die and spend the result on equipment before play begins. This bypasses the WBL table — it applies only for characters beginning at level 1.
| Class | Roll | Average (gp) |
|---|---|---|
| Monk | 1d6 × 10 | 35 |
| Druid, Sorcerer, Summoner, Wizard | 2d6 × 10 | 70 |
| Alchemist, Barbarian, Bard, Oracle, Witch | 3d6 × 10 | 105 |
| Cleric, Inquisitor, Magus, Rogue | 4d6 × 10 | 140 |
| Cavalier, Fighter, Gunslinger, Paladin, Ranger | 5d6 × 10 | 175 |
Treasure per Encounter
Each encounter awards this much treasure (in gp value) on average. Not every encounter needs treasure — some are roleplaying or environmental — but the totals should average out over a session. Multiply by roughly 13–14 encounters per level to see how WBL accumulates.
| CR | Treasure (gp) | CR | Treasure (gp) |
|---|---|---|---|
| 1 | 400 | 11 | 19,200 |
| 2 | 800 | 12 | 25,600 |
| 3 | 1,200 | 13 | 38,400 |
| 4 | 1,600 | 14 | 51,200 |
| 5 | 2,400 | 15 | 76,800 |
| 6 | 3,200 | 16 | 102,400 |
| 7 | 4,800 | 17 | 153,600 |
| 8 | 6,400 | 18 | 204,800 |
| 9 | 9,600 | 19 | 307,200 |
| 10 | 12,800 | 20 | 409,600 |
Cost of Living
Between adventures, characters spend money on housing and food. Characters who can't or won't pay suffer consequences to their ability to maintain their equipment and social standing.
| Lifestyle | Monthly Cost | Description |
|---|---|---|
| Destitute | 0 gp | No home; cannot maintain gear properly. Equipment degrades at GM discretion. |
| Poor | 3 gp | Common room or shanty; minimal food. Sufficient for adventurers spending most time in the field. |
| Average | 10 gp | Modest room at an inn or rented apartment; decent meals. The standard for working-class townspeople. |
| Wealthy | 100 gp | Nice room or small apartment; fine food and drink. Expected for nobles and successful merchants. |
| Extravagant | 1,000 gp | Private manor or lavish inn suite; servants, fine wine, entertainment. Only high-level wealthy characters sustain this. |
Selling Items
Selling any item — mundane or magical — to a merchant yields 50% of its listed market price. There are no exceptions in the core rules. Adventurers accept this because merchants take on risk and resale overhead.
Characters with item creation feats pay only 50% of market price to make items. Combined with the sell-at-50% rule, crafters effectively double their purchasing power for items they can make themselves. See Crafting.