Crossbow, LightSimple Light ProjectileCritical: | 19–20/×2 |
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Range Increment: | 80 ft. |
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Type: | Piercing |
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Hardness: | 5 |
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Size | Cost1 | Damage | Weight1 | hp |
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Fine | * | 1d2 | * | 1 |
Diminutive | * | 1d3 | * | 1 |
Tiny | * | 1d4 | * | 1 |
Small | 25 gp | 1d6 | 2 lb. | 2 |
Medium | 25 gp | 1d8 | 4 lb. | 5 |
Large | 50 gp | 2d6 | 8 lb. | 10 |
Huge | * | 3d6 | * | 20 |
Gargantuan | * | 4d6 | * | 40 |
Colossal | * | 6d6 | * | 80 |
- For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.
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Description
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
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Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Enhancements
Light Crossbow Material EnhancementsMaterial | Average | Masterwork1 | Hardness | hp | Special |
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Steel and Wood | 25 gp | 325 gp | 5 | 5 | — |
Adamantine | — | 3,035 gp | 5 | 6 | — |
Deep Crystal | — | 1,025 gp | 10 | 15 | Psionic |
Mundane Crystal | — | 325 gp | 8 | 12 | No rusting, not metal |
Darkwood | — | 365 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 | — |
- Masterwork weapons have a +1 enhancement bonus on attack rolls.
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Magical/Psionic Weapon EnhancementsBonus Value | Additional Cost1 | Hardness Increase2 | Additional hp2 |
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+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 squared × 20,000 gp | + enhancement bonus × 2 | + enhancement bonus × 10 |
- Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
- 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.
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See Also
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Back to Main Page → 3.5e Open Game Content → System Reference Document→ Weapons
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. |
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