SRD:Composite Longbow

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This material is published under the OGL
Longbow, Composite
Martial Two-Handed Projectile
Critical: ×3
Range Increment: 110 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 1
Small 100 gp 1d6 1-1/2 lb. 2
Medium 100 gp 1d8 3 lb. 5
Large 200 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. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.

For purposes of weapon proficiency and , a composite longbow is treated as if it were a longbow.

Enhancements

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}}{| class="d20" |+ Composite 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 || 100 gp || 400 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 || — || 1,100 gp || 10 || 15 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 400 gp || 8 || 12 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || 430 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