Arrows -- please help

TheLe

First Post
Can someone help me speck out these items? They are for bolts/arrows. I am looking for creation cost and market cost. My first attempt at it did not go too well.

1) The arrow deals exactly 1 point of damage but bursts into a flash of light, dazzling all creatures within a 10-ft. radius from the point of impact unless they make a successful Fortitude save (DC 11). Affected creatures are dazzled for 1 minute.

2) The arrow erupts in a loud shattering sound. All creatures within a 10-ft. radius of impact must make a successful Fortitude save (DC 12) or be stunned for 1 round.

3) The arrow bursts into a cloud of smoke, filling in a 15-ft. radius (equivalent to a fog cloud spell, except that a moderate or strong wing disperses the smoke in 1 round). The smoke disperses after 5 rounds.
 

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1) Flare or dazzle.

2) Sound burst.

3) There is no spell in the PHB that would cover this; you could either use stinking cloud, or make a new spell (smoke cloud).
 

You could almost make these alchemical in nature (as long as you were ok with depowering them somewhat, like taking #2 and making it a thunderstone on an arrow shaft). But, assuming that you wanted them to be magical (and done via Craft Magical Arms and Armor), the I'd go with:

#1 Faint Evocation; CL 3rd; Craft Magical Arms and Armor, flare; Price 750 gp.
#2 Faint Evocation; CL 3rd; Craft Magical Arms and Armor, sound burst; Price 4500 gp
#3 Faint Conjuration; CL 3rd; Craft Magical Arms and Armor, fog cloud; Price 4500 gp

All prices are for bundles of 50 arrows/bolts. I grabbed the prices not from the ammo table, but from the wands table (as these seem more like spell delivery devices than weapons - and I'd probably drop all damage from such ammo if I were to go this route, though they would still require ranged touch attacks to "activate" them).
 

Warning.. if these trigger on impact, you will need to know where errant missiles end up.. not something well covered in the rules. I would suggest having something figured uot before these see use in play.
 

Primitive Screwhead said:
Warning.. if these trigger on impact, you will need to know where errant missiles end up.. not something well covered in the rules. I would suggest having something figured uot before these see use in play.

I disagree with that - grenade scatter rules could easily apply as long as you are using these against inanimate objects (the best way to use them, since they are area effects). You might run into issues with misses against aerial targets and misses (in which case I'd simply say that the missle travels one range increment before triggering - come to think of it, that's a good rule to use period).

If you use any sort of fumble rules, you could always say that on the roll of a 1 the effect triggers at ground zero...
 

Thanks!

Enkhidu said:
You could almost make these alchemical in nature (as long as you were ok with depowering them somewhat, like taking #2 and making it a thunderstone on an arrow shaft). But, assuming that you wanted them to be magical (and done via Craft Magical Arms and Armor), the I'd go with:

#1 Faint Evocation; CL 3rd; Craft Magical Arms and Armor, flare; Price 750 gp.
#2 Faint Evocation; CL 3rd; Craft Magical Arms and Armor, sound burst; Price 4500 gp
#3 Faint Conjuration; CL 3rd; Craft Magical Arms and Armor, fog cloud; Price 4500 gp

All prices are for bundles of 50 arrows/bolts. I grabbed the prices not from the ammo table, but from the wands table (as these seem more like spell delivery devices than weapons - and I'd probably drop all damage from such ammo if I were to go this route, though they would still require ranged touch attacks to "activate" them).

Heya. This helped out alot for a book I was releasing last month. I emailed you, Enkhidu, with an offer of 2 free pdf books of your choice (which you can find Here).

Thanks again.

`Le

Available now!
 

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