Arrow Types for 3rd ed.?

Aus_Snow

First Post
Any house rules out there for different arrow (or bolt or sling bullet etc.) types in D&D 3.0/3.5?

I'd be interested to hear about them.
 

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Assorted books have alternate arrows and bullets. the ones I can call off the top of my head is Race's of the Wild which include new Arrows and I think it is Races of Stone that has the assorted alchemy sling bullets.
 

I use flight arrows and sheaf arrows (aka war arrows, bodkins, whatever). Flight arrows are the normal sort, sheaf arrows are extra-heavy with extra-sharp arrowheads. My houserule:

Sheaf Arrows (quiver of 20): Cost 3 gp, Weight 4 lbs., AC 7, Hardness 5, HP 1, Break DC 8
*Designed for use as ammunition with Medium-sized shortbows and composite shortbows, as well as Large-sized longbows and composite longbows. (in 3.5, just say Medium-sized bows)
*Shortbows and composite shortbows which fire a sheaf arrow deal 1d10 damage instead of their usual 1d6, while longbows and composite longbows firing a sheaf arrow deal 1d12 damage instead of their usual 1d8. Sheaf arrows are heavier and have superior arrowheads. However, this also results in such attacks having a range increment that is only half that of a normal attack with the bow, rounded down to the nearest 5 feet.
*If used on its own as a melee weapon, counts as a Tiny weapon that deals 1d4 piercing damage, with a threat range of 20 and a critical multiplier of x2. As it is not designed for melee combat, no character is considered proficient with an arrow used in melee, so they suffer a -4 non-proficiency penalty on the melee attack roll. An arrow used in melee does not threaten an area.
*A launched arrow has a 50% chance of being lost or broken if it misses the target. An arrow used in melee breaks automatically if it misses because of the target's armor or natural armor. Any arrow that successfully hits a target is damaged to the point of being unusable.
 

Any equipment book will also have variations of arrows. Arms & Equipment Guide (3.0 WotC book, but I don't think anything would've changed for 3.5 -- at least nothing that's an easy change), Arms & Armor 3.5 are the two I've heard the most about.
 

Arrows

Arrow, Normal (20) 1gp

Arrow, Masterwork 7gp
+1 Attack

Arrows, Armor Piercing (20) 7gp
+1 Attack verse Armor

Arrows, Barbed (20) 10gp
50% chance dig in and cause 1d6 damage unless Heal check DC 15

Arrows, Fire 20gp
Reduce range 20ft, lit for 1d6 rnds

Arrows, Fishing (20) 4gp
50ft line, 30lb hold

Arrows, Flight (20) 1gp
Increase Range 30ft, reduce damage one die

Arrows, Game (20) 4gp
Reduce range by half, subdual damage

Arrows, Whistling (20) 10gp
1d4 damage, heard up to 500 ft DC 10
 

Crothian said:
Arrows

Arrow, Normal (20) 1gp

Arrow, Masterwork 7gp
+1 Attack

Arrows, Armor Piercing (20) 7gp
+1 Attack verse Armor

Arrows, Barbed (20) 10gp
50% chance dig in and cause 1d6 damage unless Heal check DC 15

Arrows, Fire 20gp
Reduce range 20ft, lit for 1d6 rnds

Arrows, Fishing (20) 4gp
50ft line, 30lb hold

Arrows, Flight (20) 1gp
Increase Range 30ft, reduce damage one die

Arrows, Game (20) 4gp
Reduce range by half, subdual damage

Arrows, Whistling (20) 10gp
1d4 damage, heard up to 500 ft DC 10

Great! Just what what I was after. I've been thinking of how to do each of these types myself. . . except the Fishing - :confused:. Thanks, Crothian.

Thanks to other posters, too.
 




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