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D20:Shuriken (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


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

Description

A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Prices and weights are for five shuriken.

Enhancements

Shuriken Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 1 gp 31 gp 10 *2
Adamantine 301 gp 20 *2 Bypass hardness less than 20
Crystal, Deep 101 gp 10 *2 Psionic
Crystal, Mundane 31 gp 8 *2 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 2 gp 32 gp 10 *2 Magical enchantments cost an additional 200 gp.
Mithral 251 gp 15 *2 1/2 weight
Silver, Alchemical 11 gp 41 gp 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 +200 gp +2 +10
+2 +800 gp +4 +20
+3 +1,800 gp +6 +30
+4 +3,200 gp +8 +40
+5 +5,000 gp +10 +50
+6 +7,200 gp3 +12 +60
+7 +9,800 gp3 +14 +70
+8 +12,800 gp3 +16 +80
+9 +16,200 gp3 +18 +90
+10 +20,000 gp3 +20 +100
+11 or more + bonus × bonus
× 2,000 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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