Bullets, Sling (10)

Ammunition
Critical:?
Range Increment:?
Type:?
Hardness:10
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 sp?1/2 lb.*
Medium1 sp?1 lb.*
Large2 sp?2 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

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.

[top]Enhancements

Sling Bullet Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel1 sp60 gp 1 sp10*2?
Adamantine?600 gp 1 sp20*2Bypass hardness less than 20
Crystal, Deep?200 gp 1 sp10*2Psionic
Crystal, Mundane?{{{mccost|60 gp 1 sp}}}8*2No rusting, not metal
Darkwood?n/an/an/a?
Iron, Cold2 sp60 gp 2 sp10*2Magical enchantments cost an additional Template:formatnum: -- template expr: 40 10 gp.
Mithral?500 gp 1 sp15*21/2 weight
Silver, Alchemical20 gp 1 sp80 gp 1 sp8*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 10 gp+2+10
+2+Template:formatnum: -- template expr: 160 10 gp+4+20
+3+Template:formatnum: -- template expr: 360 10 gp+6+30
+4+Template:formatnum: -- template expr: 640 10 gp+8+40
+5+Template:formatnum: -- template expr: 1000 10 gp+10+50
+6+Template:formatnum: -- template expr: 1440 10 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 10 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 10 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 10 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 10 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 10 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 (SRD) -> 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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