SRD:Longbow

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Longbow
Martial Two-Handed Projectile
Critical: ×3
Range Increment: 100 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 1
Small 75 gp 1d6 1-1/2 lb. 2
Medium 75 gp 1d8 3 lb. 5
Large 150 gp 2d6 6 lb. 10
Huge * 3d6 * 20
Gargantuan * 4d6 * 40
Colossal * 6d6 * 80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

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

Enhancements

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}}{| class="d20" |+ Longbow 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 || 75 gp || 375 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 || — || 1,075 gp || 10 || 15 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 375 gp || 8 || 12 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || 405 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



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