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D20:Bullets, Sling (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


Bullets, Sling (10)
Ammunition
Critical:
Range Increment:
Type:
Hardness: 10
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminuative * * *
Tiny * * *
Small 1 sp 1/2 lb. *
Medium 1 sp 1 lb. *
Large 2 sp 2 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

Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Prices and weights are for ten bullets.

Enhancements

Sling Bullet Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 1 sp 60 gp 1 sp 10 *2
Adamantine 600 gp 1 sp 20 *2 Bypass hardness less than 20
Crystal, Deep 200 gp 1 sp 10 *2 Psionic
Crystal, Mundane 60 gp 1 sp 8 *2 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 2 sp 60 gp 2 sp 10 *2 Magical enchantments cost an additional 400 gp.
Mithral 500 gp 1 sp 15 *2 1/2 weight
Silver, Alchemical 20 gp 1 sp 80 gp 1 sp 8 *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 +400 gp +2 +10
+2 +1,600 gp +4 +20
+3 +3,600 gp +6 +30
+4 +6,400 gp +8 +40
+5 +10,000 gp +10 +50
+6 +14,400 gp3 +12 +60
+7 +19,600 gp3 +14 +70
+8 +25,600 gp3 +16 +80
+9 +32,400 gp3 +18 +90
+10 +40,000 gp3 +20 +100
+11 or more + bonus × bonus
× 4,000 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 (SRD) -> Weapon Descriptions


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