SRD:Short Sword

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This material is published under the OGL
Short Sword
Martial Light Melee
Critical: 19–20/×2
Range Increment:
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 10 gp 1d4 1 lb. 1
Medium 10 gp 1d6 2 lb. 2
Large 20 gp 1d8 4 lb. 4
Huge * 2d6 * 8
Gargantuan * 3d6 * 16
Colossal * 4d6 * 32
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Enhancements

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}}{| class="d20" |+ Short Sword Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpExpression error: Unexpected > operator !! style="text-align: left;" | Special |- | style="text-align: left;" | Steel || 10 gp || 310 gp || 10 || 2 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,010 gp || 20 || 2 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,010 gp || 10 || 2 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 310 gp || 8 || 1 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Iron, Cold || 20 gp || 320 gp || 10 || 2 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || 1,010 gp || 15 || 2 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 30 gp || 330 gp || 8 || 1 || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.Expression error: Unexpected > operator

|}

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 × bonus
× 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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