I use the following types:
Bone tipped (for primitives) : 1d4 damage, -5 range increment
Stone tipped : 1d6 damage, normal range
Sheaf arrow: +1 damage, otherwise normal
Standard (or bundle) arrow: normal 3e arrow
called bundle arrows because they are easily made and usually sold in large bundles, where the rest are custom made and sold in lots of 2, 4 or 6
flight arrow: -1 damage, +5 range increment
eagle arrow: -2 damage, +10 range increment
Whistling or Screaming arrow : normal, but forces a moral check against creatures with wis of 10 or lower
carved channels in the shaft caused the arrow to spin on its hirizontal axis, creating a high pitched screaming sound easily heard up to 1000 yards away
Flare arrows : normal, but cause 1d4 points fire damage if target fails a DC15 fort save
often used in the field by rangers and soldiers by shooting them straight up, hence the flare name
ceramic hollow tipped arrow : -2 damage, but may contain acid or poison that is released on impact. these arrows always shatter on impact and cannot be reused without a Craft : Flectcher skill use, and spare arrowheads
harpoon arrow : trails a 200 yard length of light but strong cord, used to reel in prey, treat as a sheaf arrow for range and damage
grapnel arrow : as the harpoon arrow above, but with a small grappling hook for a head. treat as a sheaf arrow for range, and damage. Target must make a DC 15 fort save to remove the arrow or take an additional 1d4 damage.
All of the above variants are also avaiable in crossbow bolts, javelins and spears, and some gnomish craftsmen even make dart and hand crossbow bolt variants, but these are insanely expensive (50 gp per dart or bolt at least)