Pelenhar the Damned
Arrows: Alchemical and Crafted
Mundane weapons that have been designed for a special effect
Alchemical and Crafted Archery
As adventuring elves wander this world and others, they come into contact with many exotic materials. Given their love of archery, it is no surprise, then, that clever elf fletcher and alchemists try to find ways to use these materials to create unusual alchemical arrows. Unless otherwise stated, these alchemical arrows are only effective for one shot. Though elven alchemists created these formulas, any alchemist can use them, either on arrows or crossbow bolts. The listed costs are for one non-masterwork arrow; masterwork versions cost 6 gp more than the listed price.
Acid Arrow 40 GP
These metal bolts have a glass section in the middle, filled with acid.
Benefit: On a successful hit, acid bolts deal normal damage and 1d4 points of additional acid damage.
Note: Acid bolts do not cause any splash damage.
Armor Piercing Arrow
Armor Piercing Arrow 5 GP
Armor piercing arrows have long, narrow, metal points instead of the broader heads commonly used with most arrows. This far smaller impact area of the arrow allows it to penetrate armor with ease.
Benefit: Armor-piercing arrows gain a +1 bonus to attacks rolls against targets that have an armor or natural armor bonus.
Barbed Arrow 1 GP
With vicious, curved, back-hooks lining the head, this arrow causes a great deal of pain and damage when removed as it digs into flesh.
Benefit: A barbed arrow hitting a target has a 50% chance of wedging in. If this occurs, the arrow will cause an additional 1d6 points of damage upon removal, unless a Heal check at DC 15 is made
Bleeding arrow 25 gp
This sharpened hollow tube looks like it was originally a narrow proboscis on some giant insect, but it actually comes from a strange carnivorous plant. A bleeding arrow deals normal damage when it hits a creature. Each round thereafter, the creature bleeds for D3 point of damage for a D6 rounds or until the bleeding is stopped by a DC 13 Heal check or the application of a cure spell or some other healing magic. A critical hit does not multiply the bleed damage. Creatures immune to critical hits (such as plants and constructs) are immune to the bleed damage dealt by this weapon.
Broad Arrows 2 GP
Broad head arrows have a broader head than a normal arrow, making them heavier and able to deal more damage when it hits.
Benefit: Broad head arrows deal 1d8 hit points of damage when fired from a shortbow and 1d10 when fired from a longbow.
Drawback: The increased weight reduces all of the weapon’s range increment by 10 feet.
Durable arrow +1 gp
These arrows are tightly wrapped in strands of some kind of alchemical glue. Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.
Dye arrow 1GP
This arrow ends in a crystalline bubble. Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with black, blue, green, or red marker dye (see Pathfinder Chronicles Campaign Setting page 213) sufficient to coat about 1 square foot.
Fire Arrow 50 GP
These carefully crafted wooden Arrows have a hollow core filled with alchemist’s fire.
Benefit: On a successful hit, fire bolts deal normal damage plus 1d4 points of fire damage.
Note: Alchemical fire bolts do not cause any splash damage, and the fire burst isn’t enough to ignite targets (unless they are particularly flammable).
Fishing Arrows 1 GP
Sometimes used in combat to attach thin lines to targets, the fishing arrow has small, barbed hooks and waterproofed fletchings to allow fishermen to easily catch fish just beneath the surface of water.
Benefit: Each arrow has 50 feet of line attached to its tail, which will support up to 30 pounds in weight.
Flight Arrow 2 GP/20
Ammunition (Bow): Arrow(s), Flight
These arrows have light shafts and special fletchings to give them greater range.
Benefit: A flight arrows range increment is 20 feet greater with longbows, 10 feet greater with shortbows.
Drawback: Flight arrows deal damage as if one size category smaller.
Game Arrows 10/1 GP
Game arrows have their heads rotated 90 degrees to make it easier to penetrate the vertical rib cage of quadrupeds .
Benefits +1Dmg to Quadrupeds and other creatures with a vertically aligned rib cage.
Ghostsong Arrow 3 GP
These arrows are honeycombed with overlapping perforations that cause them to emit an eerie moan audible within 500 feet of their flight path
Hunting Arrows 1 GP
Game arrows have blunt, heavy tips designed to stun small prey rather than kill or injure it.
Benefit: A game arrow counts as a bludgeoning weapon and deals sub-dual damage only.
Drawback: The range increment of a game arrow is halved, due to the unpredictable flight characteristics of the arrow.
Lodestone arrow 10 gp
This heavy iron arrowhead is sealed with an alchemical resin; pulling a small string (a move action) breaks the seal and activates the reaction in the arrowhead, greatly increasing its magnetic properties. You gain a +4 bonus on attack rolls when firing a lodestone arrow at a target wearing a significant amount of metal armor (at least chain mail or a metal shield) or made of metal, but the magnetized arrow only deals half damage. In areas with a lot of magnetic metal, the attack bonus may drop to 0 or even become a penalty as competing sources steer the arrow away from your intended target. The increased magnetism fades 1 round after you activate it, after which time it is a normal arrow.
Long Arrows 5 SP
Used tactically for long-range attacks on troops, these arrows are fitted with heavy iron heads. While these heads help them travel great distances, they make the arrows less effective at dealing damage.
Benefit: Iron-tipped long arrows increase their bow’s range increment by 10 feet but take a –1 penalty on damage dealt per range increment (minimum 1 point of damage). They are sold in leather quivers in quantities of 20.
Pheromone arrow 15 gp
The arrowhead of this arrow is coated with potent substances that react to blood and sweat, releasing strong aromas that most predators recognize as tasty injured prey and other creatures perceive as merely unpleasant. Any creature with the scent ability gains a +2 bonus on attack and damage rolls made against a target marked with a pheromone arrow. This effect lasts for 1 hour or until the target spends 1 minute washing.
Raining arrow 30 gp
This thick-shafted arrow contains a reservoir of holy water and is designed to burst on impact, hitting the target and splashing nearby creatures as if you had thrown the vial. A raining arrow has a -2 penalty on attack rolls due to its weight.
Raining Death Arrow 50 GP
These arrows are made of long thing needles wrapped in a fine thread.
When fired at a target that is at more than two range increment, midflight these arrows split and will do damage (-1 size) in a in a 10 ft radius DC 18 Reflex save for half
Scroll Arrow 50 GP
These arrows have a slot in which a scroll of a 1-3rd level scroll can be delivered. When this arrow lands, it activates the spell. Each arrow is dedicated to a specific type of magic (Divine/Clerical). When it hit’s the spell is activated, centered upon the remains of the arrow itself.
Slow Burn Arrow:
Slow burn arrow 150 gp
Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually bursts into flame; barbs on the arrowhead pierce the pouch when it hits a target. On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target. The extra weight of this arrowhead gives you a -1 penalty on attack rolls with the arrow.
Smaoke Arrow 10 GP
Ammunition (Bow): Arrow(s), Smoke
This arrow is actually a specially-shaped smokestick that can be fired from a bow.
Benefit: A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.
Splintercloud arrow 25 gp
The shaft of this arrow is formed of numerous small bone fragments painstakingly glued together. When fired they tear themselves apart, forming a 5-foot burst of razor-sharp bones that deals 1d3 points of piercing damage (Reflex DC 18 negates).
Stinger Arrow 25 GP
These thin arrows are tipped with the fang of a venomous creature
Delivers poison upon contact with a +4 to the Poison’s D
Tanglefoot arrow 20 gp
This arrow is topped with a small bottle containing a small quantity of tanglefoot goo. You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check). The weight of a tangleshot arrow reduces its range increment to half normal. Elves use this to slow or stop fleeing opponents or to capture animals without killing them.
Thunder Arrow 30 GP
Similar to a thunderstone, a thunder arrow has a blunted point that creates a deafening bang when it strikes a hard surface.
Benefit: Creatures within a 10-foot-radius spread from the point of impact must make a DC 15 Fortitude save or be deafened for 1 hour.
Drawback: The range increment of a thunder arrow is reduced by 20 feet due to the additional weight.
Creation: Creating a thunder arrow requires a Craft (alchemy) skill check (DC 25) and a Craft (fletcher) skill check (DC 15).
Tracer Arrow 10 GP
The shafts of these arrows have been treated with an alchemical substance that ignites when shot from a bow. Elves typically use tracer arrows in low-light conditions, as their eyesight allows them to benefit from the fiery path the arrow traces in darkness.
Benefit: Characters and creatures with low-light vision gain a +1 circumstance bonus to their next ranged attack rolls against a target struck by a tracer arrow, including the archer who fired the arrow in the first place. This effect provides no benefit in normal light
Trip arrow 25 gp
This squat arrow has a large, bulbous, metal tip that expands and flattens in flight. If the arrow hits, it initiates a trip attack against the target (DC = 15); the target falls prone if it fails its check, but if it succeed it cannot attempt to trip you in return.
Whistling Arrow 2 GP
These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound.
Benefit: The sound is audible within 500 feet of the flight path.