Japanese Yumi Bow (3.5e Equipment)

This material is published under the OGL 1.0a.
Yumi Bow
Exotic Two-Handed Projectile
Critical: ×3
Range Increment: 100 ft.
Type: Piercing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1d2*1
Diminutive*1d3*1
Tiny*1d4*1
Small675 gp1d61-1/2 lb.2
Medium675 gp1d83 lb.5
Large950 gp2d66 lb.10
Huge*3d6*20
Gargantuan*4d6*40
Colossal*6d6*80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

The yumi bow essentially functions identically to a regular longbow, but with one key difference. The yumi bow is asymmetrical in design, meaning it is shorter on the bottom than on top, allowing it to be used while mounted on horseback without a penalty, or when in crouched positions. Just like with a regular composite longbow, If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls, as this type of bow it also composite. Due to the incredibly unusual construction of this bow, weapons of this type are always masterwork, meaning it has a +1 bonus to attack rolls. If someone is attempting to make this bow by crafting, anything less than masterwork will not be functional.

Enhancements

Longbow Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Wood675 gp675 gp55
Adamantinen/an/an/a
Deep Crystal1,075 gp1015Psionic
Mundane Crystal675 gp812No rusting, not metal
Darkwood405 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

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.