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D20: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


Sling
Simple One-Handed Projectile
Critical: ×2
Range Increment: 50 ft.
Type: Bludgeoning
Hardness: 2
Size Cost Damage Weight1 hp1
Fine * *
Diminuative 1 * *
Tiny 1d2 * *
Small 1d3 0 lb. *
Medium 1d4 0 lb. *
Large 1d6 0 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

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a −1 penalty on attack rolls.

Enhancements

Sling Material Enhancements
Material Average Masterwork1 Hardness hp Special
Leather 300 gp 2 *2
Adamantine n/a n/a n/a
Crystal, Deep 1,000 gp 10 *2 Psionic
Crystal, Mundane 300 gp 8 *2 No rusting, not metal
Darkwood n/a n/a n/a
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 (SRD) -> Weapon Descriptions


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