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D20:Arrows (Weapon)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


Arrows (20)
Ammunition
Critical:
Range Increment:
Type:
Hardness: 5
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminuative * * *
Tiny * * *
Small 1 gp 1-1/2 lb. *
Medium 1 gp 3 lb. *
Large 2 gp 6 lb. *
Huge * * *
Gargantuan * * *
Collossal * * *
  1. For values marked with an asterisk, the SRD directly gives neither this value 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

Arrow Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel and Wood 1 gp 121 gp 5 *2
Adamantine 1201 gp 5 *2 Bypass hardness less than 20
Crystal, Deep 521 gp 10 *2 Psionic
Crystal, Mundane 121 gp 8 *2 No rusting, not metal
Darkwood 151 gp 5 *2 1/2 weight
Iron, Cold 2 gp 122 gp 5 *2 Magical enchantments cost an additional 800 gp.
Mithral 1501 gp 5 *2 1/2 weight
Silver, Alchemical 41 gp 161 gp 5 *2 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +800 gp +2 +10
+2 +3,200 gp +4 +20
+3 +7,200 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 × bonus
× 8,000 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




System Reference Document -> Equipment -> Weapon Descriptions


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