SRD:Composite Shortbow

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Shortbow, Composite
Martial Two-Handed Projectile
Critical: ×3
Range Increment: 70 ft.
Type: Piercing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1*1
Diminutive*1d2*1
Tiny*1d3*1
Small75 gp1d41 lb.2
Medium75 gp1d62 lb.5
Large150 gp1d84 lb.10
Huge*2d6*20
Gargantuan*3d6*40
Colossal*4d6*80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

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.

Enhancements

Composite Shortbow Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Wood75 gp375 gp55
Adamantinen/an/an/a
Deep Crystal1,075 gp1015Psionic
Mundane Crystal375 gp812No rusting, not metal
Darkwood395 gp551/2 weight
Iron, Coldn/an/an/an/a
Mithraln/an/an/a
Silver, Alchemicaln/an/an/an/a
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional 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 squared
× 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 Also


Back to Main Page 3.5e Open Game Content System Reference Document Weapons

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