Specific Ranged

From Tenebrae
Jump to navigation Jump to search
Specific Magic Ranged Weapons
Weapon Market Price
Tracer Bullet 100
Sleep Arrow 132
Tangle Bolt 226
Screaming bolt 267
Alchemist's Bullet 330
Javelin of Lightning 1500
Searing Arrow 1516
Sizzling Arrow 1516
Ricochet Hammer 20301
Sparkwake Starknife 21324
Oathbow 25600
Dwarven thrower 50170
Heartswood Spear 50302
Burrowing Bullet Varies
Hushing Arrow Varies
Slaying Arrow Varies

Descriptions

Alchemist's Bullet ( 330 )
Aura faint transmutation ; CL 3rd
DESCRIPTION
This +1 sling bullet contains a magical reservoir that can store a single vial of any alchemical substance capable of being used as a splash weapon. If the alchemist bullet hits, the splash weapon also strikes the target and causes splash damage as normal. If the alchemist's bullet misses but is not destroyed, the alchemical substance remains stored within, and the bullet does not explode and can be reused. If it misses and is destroyed, the bullet is destroyed as well without effect.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, shrink item Cost 165
Burrowing Bullet ( Varies )
Aura moderate necromancy ; CL 3rd
DESCRIPTION
"Burrowing Bullets come in two form: Lesser Burrowing Bullets, which cost 1,722 gold, and Greater Burrowing Bullets, which cost 3,447 gold. This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action)."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, symbol of pain (burrowing bullet), or symbol of stunning (greater burrowing bullet) Cost Varies
Dwarven thrower ( 50,170 )
Aura moderate evocation ; CL 10th
DESCRIPTION
This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Cost 25,085
Heartswood Spear ( 50,302 )
Aura strong conjuration ; CL 14th
DESCRIPTION
This humble weapon appears to be little more than a crudely sharpened stake or makeshift spear, but in truth it is a far more formidable weapon. In addition to being a +2 undead bane spear, a heartswood spear deals bludgeoning damage when it is swung as a staff. When employed in such a manner, it also possesses the disruption property.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, heal, summon monster Cost 25,151
Hushing Arrow ( Varies )
Aura faint illusion ; CL 5th
DESCRIPTION
"The hushing arrow comes in two forms, the Hushing arrow, which is 547 gp, and the Greater hushing arrow which is 1,047 gp.

This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 Will save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object.

A greater hushing arrow functions just like a normal hushing arrow, except the target must succeed at a DC 16 Will save to avoid being silenced. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, Heighten Spell (greater hushing arrow only), silence Cost Varies
Javelin of Lightning ( 1500 )
Aura faint evocation ; CL 5th
DESCRIPTION
This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, lightning bolt; Cost 750
Oathbow ( 25,600 )
Aura strong evocation ; CL 15th
DESCRIPTION
"Of elven make, this white +2 composite longbow (+2 Str bonus) whispers, “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the archer swears aloud to slay her target (a free action), the bow's whisper becomes the shout “Death to those who have wronged me!” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and ×4 on a critical hit instead of the normal ×3). After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath. "
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator must be an elf; Cost 12800
Ricochet Hammer ( 20,301 )
Aura moderate transmutation ; CL 7th
DESCRIPTION
This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to a attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting and has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, telekinesis; Cost 10150.5
Screaming bolt ( 267 )
Aura faint enchantment ; CL 5th
DESCRIPTION
These +2 bolts scream when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken for 1 round. This is a mind-affecting fear effect.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, doom; Cost 133.5
Searing Arrow ( 1,516 )
Aura moderate evocation ; CL 9th
DESCRIPTION
This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Cost 758
Sizzling Arrow ( 1,516 )
Aura moderate abjuration ; CL 9th
DESCRIPTION
This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 acid damage on the attacker's turn for the next 3 rounds. Removing the arrow is a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it dissolves up once the 3 rounds pass.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, acid arrow; Cost 758
Slaying Arrow ( Varies )
Aura strong necromancy ; CL 13th
DESCRIPTION
"This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must succeed at a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target).

To determine the type or subtype of creature the arrow is keyed to, roll on the table at right.

Greater Slaying Arrow

A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed.

d% Designated Type or Subtype d% Designated Type or Subtype
01–05 Aberrations 58–60 Humanoids, orc
06–09 Animals 61–65 Magical beasts
10–16 Constructs 66–70 Monstrous humanoids
17–27 Dragons 71–72 Oozes
28–32 Fey 73 Outsiders, air
33 Humanoids, aquatic 74–76 Outsiders, chaotic
34–35 Humanoids, dwarf 77 Outsiders, earth
36–37 Humanoids, elf 78–80 Outsiders, evil
38–44 Humanoids, giant 81 Outsiders, fire
45 Humanoids, gnoll 82–84 Outsiders, good
46 Humanoids, gnome 85–87 Outsiders, lawful
47–49 Humanoids, goblinoid 88 Outsiders, water
50 Humanoids, halfling 89–90 Plants
51–54 Humanoids, human 91–98 Undead
55–57 Humanoids, reptilian 99–100 Vermin
"
CONSTRUCTION
Requirements Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Cost 1,144 gp 5 sp (slaying arrow) or 2,032 gp (greater slaying arrow) Cost Varies
Sleep Arrow ( 132 )
Aura faint enchantment ; CL 5th
DESCRIPTION
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would lethal damage) and forces the target to make a DC 11 Will save or fall asleep.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, sleep; Cost 66
Sparkwake Starknife ( 21324 )
Aura moderate evocation ; CL 8th
DESCRIPTION
"A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day, its wielder may throw it so it transforms into an 8d6 lightning bolt (Reflex DC 14 half), returning to its physical form at the end of the bolt's path."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, lightning bolt; Cost 10662
Tangle Bolt ( 226 )
Aura strong conjuration ; CL 12th
DESCRIPTION
Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt damage, the target is entangled as if it had been hit by a tanglefoot bag.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, true seeing and web or creator must have 5 ranks in Craft (alchemy); Cost 113
Tracer Bullet ( 100 )
Aura faint evocation ; CL 2nd
DESCRIPTION
These +1 firearm bullets deal no damage, but instead cause a pale glow to outline the target, granting the effect of a faerie fire spell and causing the target to take a –2 penalty to AC against ranged attacks. These effects last for 1d4 rounds.
CONSTRUCTION
Requirements Cost 50