Difference between revisions of "Projectile Weapons"

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No projectile weapon can make attacks at a distance that is greater than ten times their range band, without feats or abilities that expressly allow such things.
 
No projectile weapon can make attacks at a distance that is greater than ten times their range band, without feats or abilities that expressly allow such things.
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== Magic Weapons ==
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Rules for the creation, cost and effects of magic weapons can be found on the following pages:
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* [[Magic Weapons]]
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* [[Dweomermetals]]
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* [[Melee Magic Properties]]
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* [[Ranged Magic Properties]]
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* [[Reforging]]
  
 
== Simple Projectile Weapons ==
 
== Simple Projectile Weapons ==

Latest revision as of 15:04, 23 May 2020

Ranged weapons are divided into two large 'families', the projectile weapons (that use ammunition) and the thrown weapons. There's also oddballs such at the blow gun, lasso, or harpoon, which have specific rules that govern their use. Read the description of each weapon completely.

Projectile weapons are hand-held, directly wielded objects that a proficient wielder can use to propel ammunition at a foe at a distance. Thus, without ammunition, a projectile weapon is useless, so make sure you have some ammo! There are magical items which generate ammunition, and if you use a projectile weapon, such an item is highly recommended, if you can afford such a thing.

Attacks made with ammunition and a projectile weapon is called a projectile ranged attack, and as the target gets further away, may cause penalties to-hit. Each projectile weapon has an entry in the 'Range' field in their entry. Projectile weapons may make attacks at a distance less than or equal to their range number at no penalty to-hit. If the distance to the target is in the second range band, the attack is made at a minus two to-hit. If in the third, the attack is made at a -4 to-hit. The absolute maximum range a projectile weapon may attack at is the upper end of their tenth range band, at a nearly insurmountable -18 to-hit. Yes, a projectile weapon can usually drive ammunition much further than you can reliably hit with it.

As an example, a hand crossbow can attack a creature at a range of 3 feet to 30 feet without any penalty to-hit, although making ranged attacks within the reach of a foe provokes attacks of opportunity. A hand crossbow can attack at a range of 35 feet to 60 feet at a -2 to-hit, at a range of 65 feet to 90 feet at -4 to hit, up to a maximum of 275 to 300 feet at a whopping -18 to-hit.

In contrast, a heavy crossbow can make attacks at a range of 5 feet to 120 feet at no penalty! Attacks at 125 feet to 240 feet are made at a -2 to-hit, 245 to 360 feet at -4, and a heavy crossbow can make attacks at a range of 1085 feet to 1200 feet at that painful -18 to-hit.

No projectile weapon can make attacks at a distance that is greater than ten times their range band, without feats or abilities that expressly allow such things.

Magic Weapons

Rules for the creation, cost and effects of magic weapons can be found on the following pages:

Simple Projectile Weapons

Crossbow, Light 2-Hand Projectile / Simple [edit]
Crossbow, Light
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
35 gp 1d6 1d8 2d6 19-20 x2 80 ft 4 lbs Piercing or by ammunition
Weapon Qualities: Mighty, Non-Melee
You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. Light crossbows can be purchased in higher draw weights to match the Strength bonus of the wielder. This costs 35 gp per Strength mod plus added.

Load: Loading a light crossbow can be performed with either a move action or an attack action. The reload time can be reduced by taking the Rapid Reload (Feat).

The light crossbow belongs to the "Crossbows" weapon group.

Crossbow, Heavy 2-Hand Projectile / Simple [edit]
Crossbow, Heavy
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
50 gp 1d8 1d10 2d8 19-20 x2 120 ft 8 lbs Piercing or by ammunition
Weapon Qualities: Mighty, Non-Melee
You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. Despite this, due to their vigorous kick when fired, you cannot shoot a heavy crossbow with each hand. Heavy crossbows can be purchased in higher draw weights to match the Strength bonus of the wielder. This costs 50 gp per Strength mod plus added.

Load: Loading a heavy crossbow can be performed with either a move action or an attack action. The reload time can be reduced by taking the Rapid Reload (Feat).

The heavy crossbow belongs to the "Crossbows" weapon group.


Martial Projectile Weapons

Longbow 2-Hand Projectile / Martial [edit]
Longbow
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
75 gp 1d6 1d8 2d6 x3 100 ft 3 lbs Piercing or by ammunition
Weapon Qualities: Non-Melee, Primitive Availability
The longbow is a large, powerful simple bow, made of a single baulk of the properly selected and cured wood, bone, horn, or other strongly resilient material. They demand exquisite craftsmanship in forming them properly, but they need very little assembly.

You need two hands to use any bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, however, it is not applied to the longbow's damage.

The longbow has been invented many times by different cultures. All large simple bows, regardless of name, are longbows. The longbow belongs to the "Bows" weapon group.

Longbow, Composite 2-Hand Projectile / Martial [edit]
Longbow, Composite
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
100 gp 1d6 1d8 2d6 x3 110 ft 3 lbs Piercing or by ammunition
Weapon Qualities: Mighty, Non-Melee
The composite longbow is a large complex bow whose limbs are built up of various materials, usually in a recurve shape. You need at least two hands to use a bow, regardless of its size. You can use a composite longbow 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 less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty to-hit on attacks with it, per plus of Strength modifier greater than your own. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow 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. If you have a penalty for low Strength, you apply it to damage rolls when you use a composite longbow, in addition to the to-hit penalty for insufficient Strength.

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow. The composite longbow belongs to the "Bows" weapon group.

Shortbow 2-Hand Projectile / Martial [edit]
Shortbow
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
30 gp 1d4 1d6 1d10 x3 60 ft 2 lbs Piercing or by ammunition
Weapon Qualities: Non-Melee, Primitive Availability
The shortbow is a compact simple bow, made of a single baulk of the properly selected and cured wood, bone, horn, or other strongly resilient material. They demand exquisite craftsmanship in forming them properly, but they need very little assembly.

You need two hands to use any bow, regardless of its size. A shortbow is compact enough to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. However, if you have a Strength bonus, it is not applied to the shortbow's damage.

The shortbow has been invented many times by different cultures. All small simple bows, regardless of name, are shortbows. The shortbow belongs to the "Bows" weapon group.

Shortbow, Composite 2-Hand Projectile / Martial [edit]
Shortbow, Composite
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
75 gp 1d4 1d6 1d10 x3 70 ft 2 lbs Piercing or by ammunition
Weapon Qualities: Mighty, Non-Melee
The composite shortbow is a small but complex bow whose limbs are built up of various materials, usually in a recurve shape. You need at least two hands to use any 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 less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty to-hit on attacks with it, per plus of Strength modifier greater than your own. The default composite bow 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. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow, in addition to the to-hit penalty for insufficient Strength.

For purposes of Weapon Proficiency and similar feats, a composite shortbow is treated as if it were a shortbow. The composite shortbow belongs to the "Bows" weapon group.


Exotic Projectile Weapons

Crossbow, Hand Light Projectile / Exotic [edit]
Crossbow, Hand
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
100 gp 1d3 1d4 1d8 19-20 x2 30 ft 2 lbs Piercing or by ammunition
Weapon Qualities: Mighty, Non-Melee
A hand crossbow is a very small crossbow, typically intended to be fired early in a combat and discarded, to be retrieved and loaded after the fight ends. They are favored by drow as a means of delivering poisons. You can draw back the action of a hand crossbow by hand. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Hand crossbows can be purchased in higher draw weights to match the Strength bonus of the wielder. This costs 25 gp per Strength mod plus added.

Load: Loading a hand crossbow can be performed with either a move action or an attack action. The reload time can be reduced by taking the Rapid Reload (Feat).

The hand crossbow belongs to the "Crossbows" weapon group.

Greatbow 2-Hand Projectile / Exotic [edit]
Greatbow
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
150 gp 1d8 1d10 2d8 x3 120 ft 6 lbs Piercing or by ammunition
Weapon Qualities: Non-Melee
The greatbow is a rare but extremely powerful weapon. Also called a double bow or war bow, the greatbow is physically not much larger than a longbow. However, because of the exotic double-limbed design, the greatbow has a much heavier draw weight and a considerably longer draw than a longbow of equal size, while the limb speed is considerably higher, since thinner, more responsive limbs can be used. Since a greatbow must be drawn back further than a longbow (usually to the point of the jaw or even further), it requires an exotic weapon proficiency to use properly. The greatbow belongs to the "Bows" weapon group.
Greatbow, Composite 2-Hand Projectile / Exotic [edit]
Greatbow, Composite
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
200 gp 1d8 1d10 2d8 x3 120 ft 6 lbs Piercing or by ammunition
Weapon Qualities: Mighty, Non-Melee
This is the composite version of the greatbow. Adjust cost per composite longbow, +200 gp per point of Strength mod applied to damage. For the purposes of any feats or abilities, the composite greatbow counts as a greatbow. The composite greatbow belongs to the "Bows" weapon group.
Hand Onager 2-Hand Projectile / Exotic [edit]
Hand Onager
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
250 gp 2d6 2d8 3d8 x3 120 ft 18 lbs Piercing or by ammunition
Weapon Qualities: Handy, Massive, Mighty, Non-Melee
The hand onager is a powerful ranged weapon rarely seen in use. A hand onager uses twisted skeins of spider silk to place tension upon a pair of sturdy wooden arms. It is treated as a heavy crossbow and a siege weapon to determine what feats are usable with it. Unlike lesser crossbow-class weapons, a hand onager may never be fired one-handed under any circumstances. A hand onager fires the same ammo a heavy crossbow fires, but with significantly greater force. A large part of this is due to the fact that a hand onager does not keep the bowstring under tension when it is not cocked, so it can be made with much heavier draw weights without worrying about breaking the string. Even more important, for a given size, a hand onager can be drawn back much further than a crossbow, and the longer length of draw allows it to shoot much harder even at the same draw weight. In addition, a hand onager can be obtained in Mighty versions at a price of 250gp per Strength plus.

Load: Cranking back the arms of a hand onager to reload can be performed with either a move action or an attack action. The reload time can be reduced by taking the Rapid Reload (Feat).

The hand onager belongs to the "Crossbows" and "Siege Engines" weapon groups

Stonebow 2-Hand Projectile / Exotic [edit]
Stonebow
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
250 gp 1d8 1d10 2d8 x3 100 ft 8 lbs Bludgeoning (physical, common) or by ammunition
Weapon Qualities: Alchemical, Bullets, Mighty, Non-Melee
A stonebow is a modified version of a composite greatbow, except that the handle portion of the bow is offset to one side by a couple of inches with an integrated wrist brace, and a small wooden ring is woven into the bowstring where you would normally nock the arrows. This ring is used as a "cup" in which various sling or thrown projectiles are nestled, and then shot forth by the stonebow. A stonebow cannot fire arrows, but it can be used to fire anything a sling can throw, granting more range and greater impact. A stonebow cannot use found rocks as ammunition. The power of the weapon and the tight tolerances of the offset make manufactured ammunition the only kind possible. Each point of Strength adjustment adds +250 gp to the price of a stonebow. The stonebow belongs to the "Bows" weapon group.