What's the point of magic arrows?


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The incentive is to put the special abilities on the bow.

As a DM, when the time comes to give my PCs a +3 weapon. I would probably give them a +1 distance bane bow, and then think about giving them a quiver of +3 arrows... and such on up the levels. And if I was buying an item I probably would do the same.
 

Imagine, if you will, a +1 holy composite longbow, bane vs. dragons. When fighting an evil dragon, you now have a choice between +1 flaming arrows and +1 frost arrows, depending on the dragon. Or, if it's a really big green dragon, maybe +1 arrows of wounding. Cast greater magic weapon, giving you a nice enhancement bonus.

You end up with a mid-level character shooting with a +3 (+5 v dragons) bonus, doing +4d6 +fire/cold/Con damage/whatever.
 

Hmm....


Some Number Crunching
I am not sure if I have all names right - probably not - but you get the idea.

A +1 Holy Lawful(or Chaotic) Composite Mighty +5 Longbow of Flaming Burst, Frost Burst, Keen with +1 Arrows of Shocking Burst, Acid Burst, Sonic Burst.
Cost:
200.000 gp for the bow and 98.000 gp for 50 arrows.
Allows you to deal a damage of
1d8+5(from Strength)+5(from Arcana Archer Enhancement Bonus) +5d6 (various energy damage) +4d6 (various alignment based damage).
= 1d8+9d7+10
In case of a Critical, it would be 3d8+30+34d6.

Realistically, the damage would be lower, since most monsters that you have to attack with such a killer bow will be immune(resistant to some of the damage types.

I think, the more interesting thing is the flexibility. Since we all now that most enemies cannot be harmed with all types of energy, you could have a bigger sortiment of arrows, and you would probably consider to chose the bow enhancement bonus a little different.
(It might be a bit useless to combine both cold and fire effects - though many monsters are not resistant nor immune to both types of damage).

If I remeber correctly, the 3.5 Bane enhancement is only a +1 enhancement equivalent, so you could have a Bow with Dragon, Giant, Demon, Devil, Undead, Abberation, Drow and Ooze Bane. (But probably it would be more useful to only have appropriate arrows for this :-) )

Mustrum Ridcully
 

I browsed trough this thread so please excuse me if the following is already stated elsewhere:

The 3.5 Damage Reduction is fairly annoying when it comes to close-up fighters. You basically have to have a golfbag full of different swords, and preferrably a cleric around, to get trough various DR's. But with arrows I don't see such a great problem.

10 x adamantine
+
10 x silver
+
10 x Iron, cold
+
10 x Normal or Mihtral
=
2 quivers full of arrows, which doesn't sound impossible to carry around.

With those alone, and the spells Align Weapon and Magic Weapon, Greater you could over-come most of the Damage Reduction you'll run into. Of course the damage is going to be Piercing (no going around that), but it's a whole lot nicer than lugging around half a dozen swords, clubs and axes.

As for magic arrows? Well, they are considerably easier to create (as I recall) and not everyone is going to be carrying around that +X Mighty Composite X Longbow. Also buying special arrows for a special purpose doesn't seem like such a bad idea, if someone bothered to scout the target and find a little more about him/her/it. Even if all party members aren't great archers they only have to hit their targets for the special effects to come into play. Such as: Slaying, Sleep, Screaming...
 
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Archers in 3.5

Well, I do think that archers did get a little slap in the face in 3.5. On the other hand I think they deserved it. Most reasons have been mentioned here in detail, but ist basically the stacking of enhancements that was taken away.

An often overlooked fact seems to be that there is no limit on the "Mighty" part of a composite bow in 3.5 anymore. 100 gp linear per point of "+" is also affordable, so it is now feasible to walk arround with a Mighty +7 or +10 bow and wait to get buffed. The -2 to attacks that you take can easily be compensated by your BAB and Dex.

Also, don't forget that fighters now get Greater Weapon Spec, which wasn't there in 3.0 and makes the Rapid Shot even more useful.

Overall, I think that reducing the damage potential of ranged archery was a good choice, but making high Strength even more valuable wasn't.
 

I'm confused. I thought in 3.5 the +value of the bow itself was only added to the to-hit roll, and the +value of the arrow was only added to the damage roll.

If that's not the case, that's how I think it should be. Magic arrows would still be useful because they deal more damage.
 

You have to remember the overlapping rule. If you have a +1 bow & fire +5 arrows the bonuses may not stack but they do overlap. So a +5 arrow shot out of a +1, holy, icy burst, etc, etc, etc bow would get the +5 bonus from teh arrows.
 

You don't need a golf bag. HAving an adamantium or cold iron weapon and a few doses of silversheen will get you past most DR. For the rest, you can either have a backup weapon and align weapon spells, or simply not overcome it.

DR in 3.5 is not meant to be overcomee all the time, its meant to be an impediment. Its much better than 3.0 where you had to have the appropriate weapon or not deal any damage at all (unless you were ouputting massive amount already).
 

Yes, NOT overcoming the DR is always a viable option. Some people still insist on their golf bags, though, feeling that doing 5-10 fewer hp of damage per round is simply unacceptable.
 

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