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D20:Bolas (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


Bolas
Exotic One-Handed Thrown Melee
Critical: ×2
Range Increment: 10 ft.
Type: Bludgeoning
Hardness: *
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminuative * 1 * *
Tiny * 1d2 * *
Small 5 gp 1d3 1 lb. *
Medium 5 gp 1d4 2 lb. *
Large 10 gp 1d6 4 lb. *
Huge * 1d8 * *
Gargantuan * 2d6 * *
Collossal * 3d6 * *
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description

You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.

Bolas deal nonlethal damage rather than lethal damage.

Enhancements

Bolas Material Enhancements
Material Average Masterwork1 Hardness hp Special
Wood 5 gp 305 gp *2 *2
Adamantine n/a n/a n/a
Crystal, Deep 1,005 gp 10 *2 Psionic
Crystal, Mundane 305 gp 8 *2 No rusting, not metal
Darkwood 325 gp *2 *2 1/2 weight
Iron, Cold n/a n/a n/a n/a
Mithral n/a n/a n/a
Silver, Alchemical n/a n/a n/a n/a
  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 +2,000 gp +2 +10
+2 +8,000 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 × bonus
× 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




System Reference Document -> Equipment -> Weapon Descriptions


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