SRD:Shuriken

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This material is published under the OGL
Shuriken (5)
Exotic Light Thrown Ammunition
Critical: ×2
Range Increment: 10 ft.
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminutive * * *
Tiny * * *
Small 1 gp 1 1/4 lb. *
Medium 1 gp 1d2 1/2 lb. *
Large 2 gp 1d3 1 lb. *
Huge * 1d4 * *
Gargantuan * 1d6 * *
Colossal * 1d8 * *
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Prices and weights are for five shuriken.

Enhancements

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}}{| class="d20" |+ Shuriken Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpОшибка выражения: неопознанный символ пунктуации «{» !! style="text-align: left;" | Special |- | style="text-align: left;" | Steel || 1 gp || 31 gp || 10 || * || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 301 gp || 20 || * || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 101 gp || 10 || * || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 31 gp || 8 || * || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Iron, Cold || 2 gp || 32 gp || 10 || * || style="text-align: left;" | Magical enchantments cost an additional 200 gp. |- | style="text-align: left;" | Mithral || — || 251 gp || 15 || * || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 11 gp || 41 gp || 8 || * || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |

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Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +200 gp +2 +10
+2 +800 gp +4 +20
+3 +1800 gp +6 +30
+4 +3200 gp +8 +40
+5 +5000 gp +10 +50
+6 +7200 gp3 +12 +60
+7 +9800 gp3 +14 +70
+8 +12 800 gp3 +16 +80
+9 +16 200 gp3 +18 +90
+10 +20 000 gp3 +20 +100
+11 or more + bonus squared
× 2000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 40 gp per unit for cold iron ammunition.
  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



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons