How To Increase Crossbow Dmg Pathfinder

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Jan 20, 2017  Most of them seem awkward and trying to copy the exact rules of Pathfinder instead of the spirit of the class. I imagine that a standard archer battle master fighter with light crossbows does a good, if not better job at portraying a gunslinger than these other homework conversions. Except for one thing, the hand crossbow itself. For Pathfinder, as mentioned in the comments above, Crossbow Mastery is pretty useful. Otherwise, as far as feats go, you've got 'em covered. The Far Shot feat will turn the -2 range increment penalties into -1, which can be very useful to shoot from long range. Here's where some cheese comes in- when you take a 1-level dip in Rogue with the Sniper Archetype, you gain the Accuracy ability.

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Bolts, Crossbow (10, Heavy, Light, and Hand)
Ammunition
Critical:
Range Increment:
Type:
Hardness:5
SizeCost1DamageWeight1hp1
Fine***
Diminutive***
Tiny***
Small1 gp1/2 lb.*
Medium1 gp1 lb.*
Large2 gp2 lb.*
Huge***
Gargantuan***
Colossal***
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A crossbow bolt 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 (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

Prices and weights are for ten bolts.

Enhancements

How
Heavy, Light, and Hand Crossbow Bolt Material Enhancements
MaterialAverageMasterwork1Hardnesshp2Special
Steel and Wood1 gp61 gp5*
Adamantine601 gp5*Bypass hardness less than 20
Deep Crystal201 gp10*Psionic
Mundane Crystal61 gp8*No rusting, not metal
Darkwood71 gp5*1/2 weight
Iron, Cold2 gp62 gp5*Magical enchantments cost an additional 400 gp.
Mithral501 gp5*1/2 weight
Silver, Alchemical21 gp81 gp5*−1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional 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 squared
× 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


Back to Main Page → 3.5e Open Game Content → System Reference Document→ Weapons

How To Increase Crossbow Dmg Pathfinder 2

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