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SRD:Composite Shortbow

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This material is published under the OGL
Shortbow, Composite
Martial Two-Handed Projectile
Critical: ×3
Range Increment: 70 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 75 gp 1d4 1 lb. 2
Medium 75 gp 1d6 2 lb. 5
Large 150 gp 1d8 4 lb. 10
Huge * 2d6 * 20
Gargantuan * 3d6 * 40
Colossal * 4d6 * 80
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

DescriptionEdit

You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.

EnhancementsEdit

Composite Shortbow Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Wood 75 gp 375 gp 5 5
Adamantine n/a n/a n/a
Deep Crystal 1,075 gp 10 15 Psionic
Mundane Crystal 375 gp 8 12 No rusting, not metal
Darkwood 395 gp 5 5 1/2 weight
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. 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 +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 AlsoEdit



Back to Main PageSystem Reference DocumentWeapons

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