Regular Crossbow Bolt
Royal_bolts_detail.png

Benefit: Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow).

Special: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2).

Enhancements

These are the prices for this item when made with specific materials or enhancements.
Regular Crossbow Bolt Material Enhancements

Material Cost Hardness Hit Points Special
Steel $6 5 * -
Adamantine $60 5 * Bypass hardness less than 20
Iron, Cold $6 5 * Magical enchantments cost an additional $40.
Mithral $75 5 * 1/2 weight
Silver, Alchemical $8 5 * −1 damage

1: The given costs include the masterwork component.
2: the prices listed are for 1 unit of ammunition

Weapon Enhancements
Bonus Value Additional Cost Hardness Increase Additional HP
+1 $+40 +2 +10
+2 $+160 +4 +20
+3 $+360 +6 +30
+4 $+640 +8 +40
+5 $+1,000 +10 +50
+6* $+1,440 +12 +60
+7* $+1,960 +14 +70
+8* $+2,560 +16 +80
+9* $+3,240 +18 +90
+10* $+4,000 +20 +100

Chance to break

Ammunition has 50% chance to break when it misses if it hits a target its permanently damaged/ lost

Increase total cost for magical enhancement by 40 gp per unit for cold iron ammunition.

1 this price is for 1 each

A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in.

Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.

Magic item limitation.

Ammunition can be a little confusing when trying to figure out its magic item limitation they do not count towards your total but you still need to be within the cost range as if you where making a normal magic weapon. still confused? just use the chart down below.

Bonus Value Level needed to buy
+1 level 3
+2 level 5
+3 level 7
+4 level 9
+5 level 10
+6* level 11
+7* level 12
+8* level 13
+9* level 14
+10* level 15
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