SRD:Javelin

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Javelin
Simple One-Handed Thrown
Critical: ×2
Range Increment: 30 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 1 gp 1d4 1 lb. 2
Medium 1 gp 1d6 2 lb. 5
Large 2 gp 1d8 4 lb. 10
Huge * 2d6 * 20
Gargantuan * 3d6 * 40
Colossal * 4d6 * 80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

Enhancements

Javelin Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel and Wood 1 gp 301 gp 5 5
Adamantine 3,001 gp 5 6 Bypass hardness less than 20
Deep Crystal 1,001 gp 10 15 Psionic
Mundane Crystal 301 gp 8 12 No rusting, not metal
Darkwood 321 gp 5 5 1/2 weight
Iron, Cold 2 gp 302 gp 5 5 Magical enchantments cost an additional 2,000 gp.
Mithral n/a n/a n/a
Silver, Alchemical 91 gp 391 gp 5 5 −1 damage
  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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