Greatbow (3.5e Equipment)
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Greatbow
Exotic Two-Handed Projectile
Cost: | 350 gp |
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Damage (Small): | 2d6 |
Damage (Medium)1: | 2d8 |
Critical: | ×3 |
Range Increment: | 80' |
Weight2: | 10 lbs |
Type3: | Piercing |
HP4: | 10 |
Hardness: | 5 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Men from civilized lands often deride the greatbow as an insipid tool, far too cumbersome to wield even with the strength one can expect from a trained soldier, though these massive bows came into being out of necessity. Originally created to pierce the armour of huge beasts that regular bows could not dent, the greatbow sees good use on the very fringes of civilization. In such lands where ranged defense against dangerous creatures is vital, the young men with the greatest physical strength are subjected to strength training and archery practice for the specific purpose of becoming greatbowmen. Such specialized warriors are given gauntlets that increase their strength to enable them to wield their greatbow. Humans that can operate a greatbow without such aid are rare indeed, as the Strength requirement to wield and fire a greatbow is 20.
The modifier of the Strength required to use a particular greatbow is also its knockback. In the case of a regular greatbow, its knockback is +5.
A greatbow fires greatarrows, which are massive, heavy projectiles whose size and thickness are several times that of the bulkiest arrow, and that are often designed to penetrate, crush or impale their targets. Firing a greatbow functions as per the Siege Shot feat, requiring a full-round action to nock the bow string and loose the greatarrow and dealing 1d6 points of extra damage per point of base attack bonus at triple the weapon's natural range increment (240 feet, in case of a standard greatbow).
A creature that tries to operate a greatbow without Exotic Weapon Proficiency does not gain the benefits of Siege Shot, greatly reducing the damage and range of the weapon. If the wielder of the greatbow has both Exotic Weapon Proficiency and the Siege Shot feat, he may fire the greatbow without the Siege Shot penalty to attack, and the extra damage per point of base attack bonus increases to 1d8.
Any target hit by a greatarrow fired from a greatbow is effectively bull rushed at a modifier equal to the greatbow's knockback + half the wielder's base attack bonus, and if pushed back 5 or more feet as a result, he must make a Fortitude save or be knocked prone.
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