eriktheguy
First Post
Since most of us don't track ammo, most of us don't really use the endless quiver for our arrows or bolts. Although it might look cool, its a serious hit to your character's power to cough up the 4200 gp for an item that basically does nothing. I can see situations where an unlimited quiver would come in handy, but none that justify the cost.
I'm thinking of a variant:
Edit: Changed to drawing magical ammo as a daily power.
Quiver of true arrows, Level 9, 14, 19, 24
Cost: 4200 , 21 000, 105 000, 525 000
At-will Power - free action, conjuration
Effect: You draw an arrow from this quiver. It disappears at the end of the round if not used.
Daily Power - free action, conjuration
Effect: Before the end of the encounter, you may draw up to two true arrows from this quiver, each as a free action. The arrows disappear at the end of the round they were drawn on if not used.
Special: The arrow's level is equal to the level of this item. The arrow disappears at the end of the round if not used.
Level 19-24: You may draw up to 3 true arrows before the end of the encounter instead.
True arrow, Level 9, 14, 19, 24
Enhancement: Special
Property: +2 Item bonus to attack rolls
Special: The enhancement bonus of this ammunition is equal to that of the weapon it is fired from, maximum +3. The maximum bonus increases to +4 at 14th level, +5 at 19th level, +6 at 24th level
Case of piercing bolts
Cost: 4200 , 21 000, 105 000, 525 000
At-will Power - free action, conjuration
Effect: You draw a bolt from this case. It disappears at the end of the round if not used.
Daily Power - free action, conjuration
Effect: Before the end of the encounter, you may draw up to two piercing bolts from this case, each as a free action.
Special: The bolt’s level is equal to the level of this item. The bolt disappears at the end of the round if not used. Starting at level 19, you may draw up to 3 piercing bolts instead.
Piercing bolt, Level 9, 14, 19, 24
Enhancement: Special
Property: Attacks with this bolt ignore cover (but not superior cover) and shield bonuses to defences. Attacks with this bolt ignore the first 5 points of the target’s resistance. This amount increases to 10 at 19th level, and 15 at 24th level.
Special: The enhancement bonus of this ammunition is equal to that of the weapon it is fired from, maximum +3. The maximum bonus increases to +4 at 14th level, +5 at 19th level, +6 at 24th level
Pouch of impetus bullets
Cost: 4200 , 21 000, 105 000, 525 000
At-will Power - free action, conjuration
Effect: You draw a sling bullet from this pouch. It disappears at the end of the round if not used.
Daily Power - free action, conjuration
Effect: Before the end of the encounter, you may draw an impetus bullet from this pouch as a free action.
Special: The bullet’s level is equal to the level of this item. The bullet disappears at the end of the round if not used.
Impetus Bullet, Level 9, 14, 19, 24
Enhancement: Special
Property: A target hit by an attack with this bullet is dazed until the end of your next turn.
Special: The enhancement bonus of this ammunition is equal to that of the weapon it is fired from, maximum +3. The maximum bonus increases to +4 at 14th level, +5 at 19th level, +6 at 24th level
Level 19-24: When you hit the primary target of an attack with this bullet, make a secondary attack.
Secondary target: One creature within 10 squares of the primary target
Secondary attack: Dex vs. AC, and you have combat advantage
Hit: 1[W] + Dex damage, and the secondary target is dazed until the end of your next turn
I think this makes the items competitive with people simply buying magical ammunition. I’m not worried about power because they are a bit weaker than magical ammunition, they are expensive, and they use a magic item daily power.
I'm thinking of a variant:
Edit: Changed to drawing magical ammo as a daily power.
Quiver of true arrows, Level 9, 14, 19, 24
Cost: 4200 , 21 000, 105 000, 525 000
At-will Power - free action, conjuration
Effect: You draw an arrow from this quiver. It disappears at the end of the round if not used.
Daily Power - free action, conjuration
Effect: Before the end of the encounter, you may draw up to two true arrows from this quiver, each as a free action. The arrows disappear at the end of the round they were drawn on if not used.
Special: The arrow's level is equal to the level of this item. The arrow disappears at the end of the round if not used.
Level 19-24: You may draw up to 3 true arrows before the end of the encounter instead.
True arrow, Level 9, 14, 19, 24
Enhancement: Special
Property: +2 Item bonus to attack rolls
Special: The enhancement bonus of this ammunition is equal to that of the weapon it is fired from, maximum +3. The maximum bonus increases to +4 at 14th level, +5 at 19th level, +6 at 24th level
Case of piercing bolts
Cost: 4200 , 21 000, 105 000, 525 000
At-will Power - free action, conjuration
Effect: You draw a bolt from this case. It disappears at the end of the round if not used.
Daily Power - free action, conjuration
Effect: Before the end of the encounter, you may draw up to two piercing bolts from this case, each as a free action.
Special: The bolt’s level is equal to the level of this item. The bolt disappears at the end of the round if not used. Starting at level 19, you may draw up to 3 piercing bolts instead.
Piercing bolt, Level 9, 14, 19, 24
Enhancement: Special
Property: Attacks with this bolt ignore cover (but not superior cover) and shield bonuses to defences. Attacks with this bolt ignore the first 5 points of the target’s resistance. This amount increases to 10 at 19th level, and 15 at 24th level.
Special: The enhancement bonus of this ammunition is equal to that of the weapon it is fired from, maximum +3. The maximum bonus increases to +4 at 14th level, +5 at 19th level, +6 at 24th level
Pouch of impetus bullets
Cost: 4200 , 21 000, 105 000, 525 000
At-will Power - free action, conjuration
Effect: You draw a sling bullet from this pouch. It disappears at the end of the round if not used.
Daily Power - free action, conjuration
Effect: Before the end of the encounter, you may draw an impetus bullet from this pouch as a free action.
Special: The bullet’s level is equal to the level of this item. The bullet disappears at the end of the round if not used.
Impetus Bullet, Level 9, 14, 19, 24
Enhancement: Special
Property: A target hit by an attack with this bullet is dazed until the end of your next turn.
Special: The enhancement bonus of this ammunition is equal to that of the weapon it is fired from, maximum +3. The maximum bonus increases to +4 at 14th level, +5 at 19th level, +6 at 24th level
Level 19-24: When you hit the primary target of an attack with this bullet, make a secondary attack.
Secondary target: One creature within 10 squares of the primary target
Secondary attack: Dex vs. AC, and you have combat advantage
Hit: 1[W] + Dex damage, and the secondary target is dazed until the end of your next turn
I think this makes the items competitive with people simply buying magical ammunition. I’m not worried about power because they are a bit weaker than magical ammunition, they are expensive, and they use a magic item daily power.
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