SRD:Arrows

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This material is published under the OGL
Arrows (20)
Ammunition
Critical:
Range Increment:
Type:
Hardness: 5
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminutive * * *
Tiny * * *
Small 1 gp 1-1/2 lb. *
Medium 1 gp 3 lb. *
Large 2 gp 6 lb. *
Huge * * *
Gargantuan * * *
Colossal * * *
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Prices and weights are for twenty arrows.

Enhancements

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}}{| class="d20" |+ Arrow 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 and Wood || 1 gp || 121 gp || 5 || * || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 1201 gp || 5 || * || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 521 gp || 10 || * || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 121 gp || 8 || * || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || 151 gp || 5 || * || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Iron, Cold || 2 gp || 122 gp || 5 || * || style="text-align: left;" | Magical enchantments cost an additional 800 gp. |- | style="text-align: left;" | Mithral || — || 1501 gp || 5 || * || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 41 gp || 161 gp || 5 || * || 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 +800 gp +2 +10
+2 +3200 gp +4 +20
+3 +7200 gp +6 +30
+4 +12 800 gp +8 +40
+5 +20 000 gp +10 +50
+6 +28 800 gp3 +12 +60
+7 +39 200 gp3 +14 +70
+8 +51 200 gp3 +16 +80
+9 +64 800 gp3 +18 +90
+10 +80 000 gp3 +20 +100
+11 or more + bonus squared
× 8000 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