SRD:Shortbow

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Shortbow
Martial Two-Handed Projectile
Critical: ×3
Range Increment: 60 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 30 gp 1d4 1 lb. 2
Medium 30 gp 1d6 2 lb. 5
Large 60 gp 1d8 4 lb. 10
Huge * 2d6 * 20
Gargantuan * 3d6 * 40
Colossal * 4d6 * 80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[править]

You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow but not a regular shortbow.

Enhancements[править]

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}}{| class="d20" |+ Shortbow Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpОшибка выражения: неопознанный символ пунктуации «{» !! style="text-align: left;" | Special |- | style="text-align: left;" | Wood || 30 gp || 330 gp || 5 || 5 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || n/a || n/a || n/a || style="text-align: left;" | — |- | style="text-align: left;" | Deep Crystal || — || 1,030 gp || 10 || 15 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 330 gp || 8 || 12 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || 350 gp || 5 || 5 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Iron, Cold || n/a || n/a || n/a || n/a || style="text-align: left;" | — |- | style="text-align: left;" | Mithral || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Silver, Alchemical || n/a || n/a || n/a || n/a || style="text-align: left;" | — |- | colspan="6" class="foot" |

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Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2000 gp +2 +10
+2 +8000 gp +4 +20
+3 +18 000 gp +6 +30
+4 +32 000 gp +8 +40
+5 +50 000 gp +10 +50
+6 +72 000 gp3 +12 +60
+7 +98 000 gp3 +14 +70
+8 +128 000 gp3 +16 +80
+9 +162 000 gp3 +18 +90
+10 +200 000 gp3 +20 +100
+11 or more + bonus squared
× 20 000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also[править]



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