Bolts
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Benefit: Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow).

Special: 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).

Enhancements

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel 1 gp 6 gp 5 1
Adamantine 60 gp 5 1 Bypass hardness less than 20
Iron, Cold 2 gp 6 gp 5 1 Magical enchantments cost an additional 2,000 gp
Mithral 75 gp 5 1 −1 damage
Silver, Alchemical 2 gp 8 gp 5 1 −1 damage
1Masterwork weapons have a +1 enhancement bonus on attack rolls.
Ammunition Enhancements
Bonus Value Additional Cost 1 Hardness Increase 2 Additional HP 2
+1 +40 gp +2 +10
+2 +160 gp +4 +20
+3 +360 gp +6 +30
+4 +640 gp +8 +40
+5 +1,000 gp +10 +50
+6* +1,440 gp 3 +12 +60
+7* +1,960 gp gp 3 +14 +70
+8* +2,560 gp gp 3 +16 +80
+9* +3,240 gp gp 3 +18 +90
+10* +4,000 gp gp 3 +20 +100
1 Increase total cost for magical enhancement by 40 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.
4 This Is the Price for 1 each.

Chance to break

Ammunition has 50% chance to break when it misses if it hits a target its permanently damaged/ lost

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