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<blockquote data-quote="dwayne" data-source="post: 1965137" data-attributes="member: 25437"><p>Here is some thing for a long term item for a ranger or archer of the group whos an elf or fey blood</p><p></p><p>Bow of the Fairy Queen </p><p><span style="color: Blue">History:</span> <span style="color: Blue">The bow was made for the queens most loved guard who also loved the queen. This tragic story was made worse but the fact that the two could never show their love for one another. They lived this way until passion over road there common sense and there were caught by the fairy king. He did not tell anyone about this so no one knew he knew. He kept sending the guard on more dangerous missions and the queen kept putting more jewels of power on the bow to protect her beloved guard. The last time he returned she bestowed the last jewel of power as he was sent to his sure death. A single tear rolled off her cheek and landed on the bow and another jewel was formed. The guard never returned but the queen never complained she seemed to not mind as if he had never left. </span></p><p> <span style="color: Blue">The bow has surfaced many times but always in the hands of an elf or half-Elf the bow has slots for 21 jewels but only 20 are recorded in the elves history the 21 st stone has no description. All powers of this jewel are unknown no elf old enough to know will speak of it when asked.</span></p><p></p><p><span style="color: DarkOrchid">Jewel Type-----------------------Power Type----------------------------------Value</span></p><p><span style="color: DarkOrchid">Opal------------------------------Holy----------------------------------300 gp</span></p><p><span style="color: DarkOrchid">Fire Opal-------------------------Flaming ---------------------------------- 350 gp</span></p><p><span style="color: DarkOrchid">Golden Yellow Topaz-------------Shock----------------------------------500 gp</span></p><p><span style="color: DarkOrchid">Blue Sapphire--------------------Frost----------------------------------625 gp</span></p><p><span style="color: DarkOrchid">Diamond-------------------------Sonic----------------------------------755 gp</span></p><p><span style="color: DarkOrchid">Violet garnet---------------------Speed----------------------------------150 gp</span></p><p><span style="color: DarkOrchid">Emerald--------------------------Acidic Blast----------------------------------1650 gp</span></p><p><span style="color: DarkOrchid">Brown-Green Garnet-------------Dread (Goblinoid)----------------------------------235 gp</span></p><p><span style="color: DarkOrchid">Rainbow Quartz------------------Universal Elemental Resistance, Major.----------------------------------6850 gp</span></p><p><span style="color: DarkOrchid">Amethyst-------------------------Bow Becomes Intelligent.----------------------------------5000 gp</span></p><p><span style="color: DarkOrchid">JacinthPower ---------------------As per A rod Of Absorption.----------------------------------5500 gp</span></p><p><span style="color: DarkOrchid">Silver pearlMay ------------------Become Sword upon Command.----------------------------------500 gp</span></p><p><span style="color: DarkOrchid">Bloodstone------------------------Piercing ----------------------------------50 gp</span></p><p><span style="color: DarkOrchid">Amber-----------------------------Skewering----------------------------------125 gp</span></p><p><span style="color: DarkOrchid">Moonstone------------------------Gain powers of elf oathbow.----------------------------------80 gp</span></p><p><span style="color: DarkOrchid">Clear Quartz----------------------Force Arrow----------------------------------50 gp</span></p><p><span style="color: DarkOrchid">Jet---------------------------------Negation Arrow----------------------------------180 gp</span></p><p><span style="color: DarkOrchid">Onyx-------------------------------Withering Arrow----------------------------------525 gp</span></p><p><span style="color: DarkOrchid">Canary Diamond------------------Spell storing----------------------------------8000 gp</span></p><p><span style="color: DarkOrchid">Clearest Bright green Emerald---Gain special purpose power.----------------------------------15000 gp</span></p><p> </p><p></p><p>Powers: Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind; </p><p><span style="color: DarkRed">Flaming:</span> Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition; </p><p><span style="color: DarkRed">Frost:</span> Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition; </p><p><span style="color: DarkRed">Holy:</span> A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition; </p><p><span style="color: DarkRed">Piercing:</span> This ability doubles the threat range of a ranged weapon. Only bows can be piercing. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat); </p><p><span style="color: DarkRed">Seeking: </span>Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.); </p><p><span style="color: DarkRed">Shock: </span>Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition; Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.); </p><p><span style="color: DarkRed">Spell Storing:</span> A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already; </p><p><span style="color: DarkRed">Skewering: </span>This potent and feared ability allows the weapon to pierce vital of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon pierces the opponent’s vital area (if it has one). Some creatures, such as many aberrations and all oozes, have no vital areas. Others, such as golems and undead creatures other than vampires, are not affected by a vital area hit. Most other creatures, however, die when their vital areas are hit; </p><p><span style="color: DarkRed">Sonic: </span>Upon command, a sonic weapon is sheathed in vibrating waves of sonic energy. The Sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition; </p><p><span style="color: DarkRed">Oathbow: </span>Of elven make, whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow bonus vs. this one foe increases by a +2 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath; </p><p><span style="color: DarkRed">Universal Energy Resistance, Major: </span>This power continually protects the wearer from damage from all types of energy—acid, cold, electricity, fire, and sonic Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. This power grants 30 points of resistance; </p><p><span style="color: DarkRed">Force Arrow: </span>Once per day upon command the bow give give forth an arrow of ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat on an arrow head. This force strikes a single target, dealing 3d6 points of force damage. The force of the blow is considerable, and those struck by the arrow are subject to a bull rush. (The arrow has Strength 25 and is Large.) The arrow gains a +2 bonus on the bull rush attempt. In addition to its attack mode, the arrow of force also has the power to open doors as if it were a character with Strength 29; </p><p><span style="color: DarkRed">Negation arrow: </span>This arrow negates the spell or spell-like function or functions of magic items. The wielder shoots at the magic item, and a pale gray arrow shoots forth to touch the target device, attacking as a arrow (a ranged touch attack). The arrow functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the bow wielder needs to have used a ready action. The dispel check uses the arrow’s caster level (15th). The target item gets no saving throw, although the arrow can’t negate artifacts (even minor artifacts). This power of the bow can call upon three times per day; </p><p><span style="color: DarkRed">Withering Arrow: </span>An arrow of Withering deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she hits with the arrow. If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with DC 17 Fortitude save; </p><p><span style="color: DarkRed">Absorption: </span>This bow acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the bow or her gear. The bow then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of an arrow. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the bow is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the bow can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the bow must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the bow be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the bow’s energy can be used to cast any spell of the appropriate level or levels that they know. The bow absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The bow cannot be recharged. The wielder knows the bow’s remaining absorbing potential and current amount of stored energy. To determine the absorption potential remaining, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within; </p><p><span style="color: DarkRed">Acidic Blast:</span> On command, an acidic blast weapon drips a potent acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition; </p><p><span style="color: DarkRed">Dread: </span>A dread weapon excels at attacking one type of creature in this case its Goblinoid (includes bugbear, goblin, hobgoblin). Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus ( so a +7 dread longsword is a +11 longsword against its foe). Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even effects creatures immune to critical hits or death magic; </p><p><span style="color: DarkRed">Shifter Weapon: </span>This weapon may shift between a missile weapon and a melee weapon of the owner’s choice it retains only the powers that any other magical melee weapon could use (Holy, Flaming, Shock, Frost, Sonic, Speed, Acidic Blast, Dread, Universal Elemantal resistance, Major and Its intelligent capabilities; </p><p><span style="color: DarkRed">Bow Becomes Intelligent Abilitys:</span> Int-19, Wis-19, Cha-10. Communication Speech and telepathy, The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder. The item can read all languages as well as use read magic. Senses 120 ft. darkvision, blindsense, and hearing Capabilities: Item can use cure moderate wounds (2d8+3) on wielder 3/day, hold person on an enemy 3/day, locate object 3/day, detect magic at will, lesser globe of invulnerability 1/day, dimensional anchor on a foe 1/day and locate creature 3/day.</p><p><span style="color: DarkRed">Special Purpose:</span> To protect the bow wielder if an elf. Special Purpose Item Dedicated Powers: Item can use true resurrection on wielder, once per month</p><p></p><p>Every time a gem is put in to the bow its bonus increases by one. At no gems in bow it is a weapon of Distance and all ways has this pwer unless in melee weapon form.</p></blockquote><p></p>
[QUOTE="dwayne, post: 1965137, member: 25437"] Here is some thing for a long term item for a ranger or archer of the group whos an elf or fey blood Bow of the Fairy Queen [COLOR=Blue]History:[/COLOR] [COLOR=Blue]The bow was made for the queens most loved guard who also loved the queen. This tragic story was made worse but the fact that the two could never show their love for one another. They lived this way until passion over road there common sense and there were caught by the fairy king. He did not tell anyone about this so no one knew he knew. He kept sending the guard on more dangerous missions and the queen kept putting more jewels of power on the bow to protect her beloved guard. The last time he returned she bestowed the last jewel of power as he was sent to his sure death. A single tear rolled off her cheek and landed on the bow and another jewel was formed. The guard never returned but the queen never complained she seemed to not mind as if he had never left. The bow has surfaced many times but always in the hands of an elf or half-Elf the bow has slots for 21 jewels but only 20 are recorded in the elves history the 21 st stone has no description. All powers of this jewel are unknown no elf old enough to know will speak of it when asked.[/COLOR] [COLOR=DarkOrchid]Jewel Type-----------------------Power Type----------------------------------Value Opal------------------------------Holy----------------------------------300 gp Fire Opal-------------------------Flaming ---------------------------------- 350 gp Golden Yellow Topaz-------------Shock----------------------------------500 gp Blue Sapphire--------------------Frost----------------------------------625 gp Diamond-------------------------Sonic----------------------------------755 gp Violet garnet---------------------Speed----------------------------------150 gp Emerald--------------------------Acidic Blast----------------------------------1650 gp Brown-Green Garnet-------------Dread (Goblinoid)----------------------------------235 gp Rainbow Quartz------------------Universal Elemental Resistance, Major.----------------------------------6850 gp Amethyst-------------------------Bow Becomes Intelligent.----------------------------------5000 gp JacinthPower ---------------------As per A rod Of Absorption.----------------------------------5500 gp Silver pearlMay ------------------Become Sword upon Command.----------------------------------500 gp Bloodstone------------------------Piercing ----------------------------------50 gp Amber-----------------------------Skewering----------------------------------125 gp Moonstone------------------------Gain powers of elf oathbow.----------------------------------80 gp Clear Quartz----------------------Force Arrow----------------------------------50 gp Jet---------------------------------Negation Arrow----------------------------------180 gp Onyx-------------------------------Withering Arrow----------------------------------525 gp Canary Diamond------------------Spell storing----------------------------------8000 gp Clearest Bright green Emerald---Gain special purpose power.----------------------------------15000 gp[/COLOR] Powers: Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind; [COLOR=DarkRed]Flaming:[/COLOR] Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition; [COLOR=DarkRed]Frost:[/COLOR] Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition; [COLOR=DarkRed]Holy:[/COLOR] A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition; [COLOR=DarkRed]Piercing:[/COLOR] This ability doubles the threat range of a ranged weapon. Only bows can be piercing. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat); [COLOR=DarkRed]Seeking: [/COLOR]Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.); [COLOR=DarkRed]Shock: [/COLOR]Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition; Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.); [COLOR=DarkRed]Spell Storing:[/COLOR] A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already; [COLOR=DarkRed]Skewering: [/COLOR]This potent and feared ability allows the weapon to pierce vital of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon pierces the opponent’s vital area (if it has one). Some creatures, such as many aberrations and all oozes, have no vital areas. Others, such as golems and undead creatures other than vampires, are not affected by a vital area hit. Most other creatures, however, die when their vital areas are hit; [COLOR=DarkRed]Sonic: [/COLOR]Upon command, a sonic weapon is sheathed in vibrating waves of sonic energy. The Sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition; [COLOR=DarkRed]Oathbow: [/COLOR]Of elven make, whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow bonus vs. this one foe increases by a +2 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath; [COLOR=DarkRed]Universal Energy Resistance, Major: [/COLOR]This power continually protects the wearer from damage from all types of energy—acid, cold, electricity, fire, and sonic Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt. This power grants 30 points of resistance; [COLOR=DarkRed]Force Arrow: [/COLOR]Once per day upon command the bow give give forth an arrow of ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat on an arrow head. This force strikes a single target, dealing 3d6 points of force damage. The force of the blow is considerable, and those struck by the arrow are subject to a bull rush. (The arrow has Strength 25 and is Large.) The arrow gains a +2 bonus on the bull rush attempt. In addition to its attack mode, the arrow of force also has the power to open doors as if it were a character with Strength 29; [COLOR=DarkRed]Negation arrow: [/COLOR]This arrow negates the spell or spell-like function or functions of magic items. The wielder shoots at the magic item, and a pale gray arrow shoots forth to touch the target device, attacking as a arrow (a ranged touch attack). The arrow functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the bow wielder needs to have used a ready action. The dispel check uses the arrow’s caster level (15th). The target item gets no saving throw, although the arrow can’t negate artifacts (even minor artifacts). This power of the bow can call upon three times per day; [COLOR=DarkRed]Withering Arrow: [/COLOR]An arrow of Withering deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she hits with the arrow. If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with DC 17 Fortitude save; [COLOR=DarkRed]Absorption: [/COLOR]This bow acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the bow or her gear. The bow then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of an arrow. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the bow is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the bow can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the bow must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the bow be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the bow’s energy can be used to cast any spell of the appropriate level or levels that they know. The bow absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The bow cannot be recharged. The wielder knows the bow’s remaining absorbing potential and current amount of stored energy. To determine the absorption potential remaining, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within; [COLOR=DarkRed]Acidic Blast:[/COLOR] On command, an acidic blast weapon drips a potent acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition; [COLOR=DarkRed]Dread: [/COLOR]A dread weapon excels at attacking one type of creature in this case its Goblinoid (includes bugbear, goblin, hobgoblin). Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus ( so a +7 dread longsword is a +11 longsword against its foe). Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even effects creatures immune to critical hits or death magic; [COLOR=DarkRed]Shifter Weapon: [/COLOR]This weapon may shift between a missile weapon and a melee weapon of the owner’s choice it retains only the powers that any other magical melee weapon could use (Holy, Flaming, Shock, Frost, Sonic, Speed, Acidic Blast, Dread, Universal Elemantal resistance, Major and Its intelligent capabilities; [COLOR=DarkRed]Bow Becomes Intelligent Abilitys:[/COLOR] Int-19, Wis-19, Cha-10. Communication Speech and telepathy, The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder. The item can read all languages as well as use read magic. Senses 120 ft. darkvision, blindsense, and hearing Capabilities: Item can use cure moderate wounds (2d8+3) on wielder 3/day, hold person on an enemy 3/day, locate object 3/day, detect magic at will, lesser globe of invulnerability 1/day, dimensional anchor on a foe 1/day and locate creature 3/day. [COLOR=DarkRed]Special Purpose:[/COLOR] To protect the bow wielder if an elf. Special Purpose Item Dedicated Powers: Item can use true resurrection on wielder, once per month Every time a gem is put in to the bow its bonus increases by one. At no gems in bow it is a weapon of Distance and all ways has this pwer unless in melee weapon form. [/QUOTE]
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