Repeating Crossbow Bolt
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 | 50 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. |
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