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<blockquote data-quote="chatdemon" data-source="post: 215844" data-attributes="member: 228"><p>I use the following types:</p><p></p><p>Bone tipped (for primitives) : 1d4 damage, -5 range increment</p><p></p><p>Stone tipped : 1d6 damage, normal range</p><p></p><p>Sheaf arrow: +1 damage, otherwise normal</p><p></p><p>Standard (or bundle) arrow: normal 3e arrow</p><p><em> 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</em></p><p></p><p>flight arrow: -1 damage, +5 range increment</p><p></p><p>eagle arrow: -2 damage, +10 range increment</p><p></p><p>Whistling or Screaming arrow : normal, but forces a moral check against creatures with wis of 10 or lower</p><p><em>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</em></p><p></p><p>Flare arrows : normal, but cause 1d4 points fire damage if target fails a DC15 fort save</p><p><em> often used in the field by rangers and soldiers by shooting them straight up, hence the flare name</em></p><p></p><p>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</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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)</p></blockquote><p></p>
[QUOTE="chatdemon, post: 215844, member: 228"] 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 [i] 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[/i] 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 [i]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[/i] Flare arrows : normal, but cause 1d4 points fire damage if target fails a DC15 fort save [i] often used in the field by rangers and soldiers by shooting them straight up, hence the flare name[/i] 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) [/QUOTE]
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