Javelin
Iron_javelin_detail.png

A javelin is a thin throwing spear.

Note: Since a javelin is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

Limit

you may only carry 10 javelins

Range increment

Range increment is how far this weapon can be fired at the penalty shown is to hit without far shot feat and with far shot feat

Range Without far shot With far shot feat
30 ft. 0 0
60 ft. -2 -1
90 ft. -4 -2
120 ft. -6 -3
150 ft. -8 -4

Enhancements

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel 1 gp 301 gp 5 5
Adamantine 3,001 gp 5 6 Bypass hardness less than 20
Darkwood 321 gp 5 5 1/2 Weight
Iron, Cold 2 gp 302 gp 5 5 Magical enchantments cost an additional 2,000 gp
Silver, Alchemical 91 gp 391gp 5 5 −1 damage
1Masterwork weapons have a +1 enhancement bonus on attack rolls.
Weapon 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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