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
Size
Cost1
Damage
Weight1
hp1
Fine
*
—
*
*
Diminutive
*
—
*
*
Tiny
*
—
*
*
Small
1 gp
—
1/2 lb.
*
Medium
1 gp
—
1 lb.
*
Large
2 gp
—
2 lb.
*
Huge
*
—
*
*
Gargantuan
*
—
*
*
Colossal
*
—
*
*
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
Heavy, Light, and Hand Crossbow Bolt Material Enhancements
Material
Average
Masterwork1
Hardness
hp2
Special
Steel and Wood
1 gp
61 gp
5
*
—
Adamantine
—
601 gp
5
*
Bypass hardness less than 20
Deep Crystal
—
201 gp
10
*
Psionic
Mundane Crystal
—
61 gp
8
*
No rusting, not metal
Darkwood
—
71 gp
5
*
1/2 weight
Iron, Cold
2 gp
62 gp
5
*
Magical enchantments cost an additional 400 gp.
Mithral
—
501 gp
5
*
1/2 weight
Silver, Alchemical
21 gp
81 gp
5
*
−1 damage
Masterwork weapons have a +1 enhancement bonus on attack rolls.
For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
Magical/Psionic Weapon Enhancements
Bonus Value
Additional Cost1
Hardness Increase2
Additional 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
Increase total cost for magical enhancement by 40 gp per unit for cold iron ammunition.
Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
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
Open Game Content (place problems on the discussion page).
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
How To Increase Crossbow Dmg Pathfinder Free
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