Arrows come in a
quiver of 20.
Non Magical
Type Dmg
Adj Cost
Thrashing (barbed)
|
+1 dmg
|
10gp
|
Alchemist Fire
|
1d6 dmg
|
190gp
|
Acid
|
1d6 dmg
|
100gp
|
Holy water
|
2d4 undead
evil outsider
|
250gp
|
Piercing
|
50% chance to dmg 2nd target. Must be in str8
line
|
175gp
|
Smoke Screen
|
10’ area with smoke
dissipates 4 rounds
|
200gp
|
Tanglefoot
|
special
|
475gp
|
Thunder
|
Special
|
275gp
|
Specialty Metals
Mithral
|
|
250gp
|
Silver
|
Against lycan & Undead –1 dmg
|
20gp
|
Cold Iron
|
Against fey
|
15gp
|
Adamentium
|
|
350gp
|
Gold
|
-1 dmg
|
20gp
|
Enchanting (making magical)
Light Enchantment
|
+1
|
2000gp
|
Medium Enchantment
|
+2
|
3000gp
|
High Enchantment
|
+3
|
8000gp
|
Arcane Enchantment
|
+4
|
18000gp
|
Magical
Alighned
|
|
|
Sleep
|
+1 bonus, dc 15
|
1835gp
|
Improved Sleep
|
+1 bonus , dc 18
|
2150gp
|
Keen
|
+1 bonus , double crit range
|
2350gp
|
Spell Storing
|
+1 bonus, 1-3 lvl
|
3350gp
|
Daylight
|
+1 bonus
|
3350gp
|
Light
|
+1 bonus
|
2350gp
|
Bane
|
+1 bonus
|
3350gp
|
Flame burst
|
+1d10 fire dmg, + 2 bonus
|
3350gp
|
Frost
|
1d6 cold dmg , +1 bonus
|
2350gp
|
Shock
|
1d6 electric dmg, +1 bonus
|
2350gp
|
Phase
|
+2 bonus, ignore concealment, touch ac
|
4350gp
|
Seeking
|
+1 bonus
|
2350gp
|
Brilliant Energy
|
+4 bonus
|
32350gp
|
Ghost Touch
|
+1 bonus
|
2350gp
|
Incendiary Arrow infuse a single arrow, crossbow bolt, with the power of a bomb, load the ammunition, and shoot the ranged weapon. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. (See bomb)Ammunition (Bow): Arrow(s), Armor Piercing |
|