|Critical||x2 (DC +0), x3 (DC +5), x4 (DC +15), 20 (DC +0), 19 (DC +8), 18 (DC +16).||Damage||1 (DC +0), 1d2 (DC +1), 1d3 (DC +2), 1d4 (DC +4), 1d6 (DC +6), 1d8 (DC +8), 2d4 (DC +9), 1d10 (DC +10), 1d12 (DC +12), 2d6 (DC +13), 2d8 (DC +14), 3d6 (DC +16), 2d10 (DC +18), 2d12 (DC +20), 3d8 (DC +22).||Range||10ft. (DC -6), 20ft. (DC -3), 30ft. (DC +0), 40ft. (DC +1) 50ft. (DC +2), 60ft. (DC +4), 70ft. (DC +6), 80ft. (DC +8), 90ft. (DC +10), 100ft. (DC +12), 110ft. (DC +13), 120ft. (DC +14), 130ft. (DC +15), 140ft. (DC +16), 150ft. (DC +17), 160ft. (DC +18), 170ft. (DC +19), 180ft. (DC +20), 190ft. (DC +22), 200ft. (DC +25).||Blowgun/Crossbow/Sling Reload Time||Four Move [2 Full] (DC -2), Three Move (DC +0), Two Move [1 Full] (DC +2), Standard (DC +4), Move (DC +6), Free (DC +10).||Type||Piercing (DC +0), Slashing (DC +0), Bludgeoning (DC +0), Piercing & Slashing (DC +4), Piercing or Slashing (DC +2).||Strength||No (DC +0), Yes (Str +1) (DC +5), +1 Str Mod (DC +1 per).||Special||Special (DC +5), Fragile (DC -4).||Weapon Tier||One: +0 DC | Two: +4 DC | Three: +8 DC||Blowgun Type||Critical multiplier DC -8, critical threat DC +2, Damage DC +4, Range DC +2, Reload DC -4, Composite: No, Type DC if not piercing +4. | Max Damage: 1d6, Max Range: 50ft, Tier: No.||Bow Type||Critical multiplier DC -4, critical threat DC +4, Damage DC +0, Range DC -5, Composite: Yes, Type DC if not piercing +4. | Max Damage: 2d8, Max Range: 200ft, Tier: Three.||Crossbow Type||Critical multiplier DC +2, critical threat DC -4, Damage DC -6, Range DC +2, Reload DC +4, Composite: No, Type DC if not piercing +4. | Max Damage: 3d8, Max Range: 150ft, Tier: Three.||Sling Type||Critical multiplier DC -2, critical threat DC +4, Damage DC +0, Range DC -2, Reload DC -4, Composite: No, Type DC if not piercing +0. | Max Damage: 1d12, Max Range: 100ft, Tier: No.|
When calculating DC, the base DC is 10, this is then modified by the material, followed by the modifiers listed above. After all of that is calculated you reduce the DC by 15 or half which-ever is least of a reduction, or continue on to the last step if you do not have a blueprint. Finally you add the complexity modifier to the DC to achieve the final DC.
Shortbow) 10 base +0 Fir Wood +1 x3 crit +4 20 threat +6 1d6 -1 60ft Range +0 Strength: No +0 Tier One -10 for Blueprint (if available) + 0 for Simple Complexity = 10 (or 20 without blueprint).
- Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
- Distracting: You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon.
- Fragile: Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description.
If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition.
- Poison: Weapons with this special quality have a poison pocket, allowing the wielder to store 1 dose of any contact or injury poison inside. It is a standard action to store a poison.
Upgrade Base = Base Weapon’s Craft DC / 2 (round up) + 5 per upgrade.
Crafter must have the appropriate craft skill equal to upgrades DC -10, to upgrade. This means they must be able to take 10 and succeed in the craft check, to upgrade their weapon.
Short Bow Base 10
Range Increase: 60ft to 100ft (+8 DC)
Upgrade * 1 (+5 DC)
Total: (10/2)+8+5 = 18.
Short Bow upgrade 2, base 14.
Composite: yes (+5 DC)
Composite: + Str (+2 DC)
Upgrade * 2 (+10 DC)
Total: (14/2)+5+2+10 = 24.