SRD:Repeating Heavy Crossbow

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Revision as of 07:44, 12 June 2012 by Jazzman831 (talk | contribs) (Undo revision 577284 by Jazzman831 (talk) on second thought, undo for now. I guess you could make out out of adamantine, but it wouldn't do anything special)
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This material is published under the OGL 1.0a.


Crossbow, Repeating Heavy
Exotic One-Handed Projectile
Critical: 19–20/×2
Range Increment: 120 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 1
Small 400 gp 1d8 6 lb. 2
Medium 400 gp 1d10 12 lb. 5
Large 800 gp 2d8 24 lb. 10
Huge * 3d8 * 20
Gargantuan * 4d8 * 40
Colossal * 6d8 * 80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

The repeating heavy crossbow holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal heavy crossbow. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Enhancements

Repeating Heavy Crossbow Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel and Wood 400 gp 700 gp 5 5
Adamantine 3,400 gp 5 6
Deep Crystal 1,400 gp 10 15 Psionic
Mundane Crystal 700 gp 8 12 No rusting, not metal
Darkwood 820 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
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional 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 Page3.5e Open Game ContentSystem Reference DocumentWeapons

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