Greatbow (3.5e Helvruin Equipment)

From D&D Wiki

Jump to: navigation, search
Greatbow
Martial Two-Handed Projectile
Critical: ×3
Range Increment: 130 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 1
Small 100 gp 1d8 2-1/2 lb. 2
Medium 100 gp 1d10 5 lb. 5
Large 200 gp 2d8 10 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[edit]

You need at least two hands to use a bow, regardless of its size. You cannot use a greatbow while mounted. All greatbows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less 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 greatbow requires a Strength modifier of +1 or higher to use with proficiency. A composite greatbow 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 100 gp to its cost.

Enhancements[edit]

Greatbow Material Enhancements
Material Average Masterwork1 Hardness hp Special
Wood 115 gp 415 gp 5 5
Adamantine n/a n/a n/a
Deep Crystal 1,115 gp 10 15 Psionic
Mundane Crystal 415 gp 8 12 No rusting, not metal
Darkwood 445 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.



Back to Main Page3.5e HomebrewEquipmentWeapons

Home of user-generated,
homebrew pages!


Advertisements: