Arrows (20)

Ammunition
Critical:?
Range Increment:?
Type:?
Hardness:5
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1
Fine*?**
Diminuative*?**
Tiny*?**
Small1 gp?1-1/2 lb.*
Medium1 gp?3 lb.*
Large2 gp?6 lb.*
Huge*?**
Gargantuan*?**
Collossal*?**Template:ifexpr: 1 or 1 or 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1
[/LIST]

[top]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.

[top]Enhancements

Arrow Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel and Wood1 gp121 gp5*2?
Adamantine?1201 gp5*2Bypass hardness less than 20
Crystal, Deep?521 gp10*2Psionic
Crystal, Mundane?{{{mccost|121 gp}}}8*2No rusting, not metal
Darkwood?151 gp5*21/2 weight
Iron, Cold2 gp122 gp5*2Magical enchantments cost an additional Template:formatnum: -- template expr: 40 20 gp.
Mithral?1501 gp5*21/2 weight
Silver, Alchemical41 gp161 gp5*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 ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 20 gp+2+10
+2+Template:formatnum: -- template expr: 160 20 gp+4+20
+3+Template:formatnum: -- template expr: 360 20 gp+6+30
+4+Template:formatnum: -- template expr: 640 20 gp+8+40
+5+Template:formatnum: -- template expr: 1000 20 gp+10+50
+6+Template:formatnum: -- template expr: 1440 20 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 20 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 20 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 20 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 20 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 20 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.

[top]See Also



System Reference Document -> Equipment -> Weapon Descriptions
 
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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