Type of Arrrows


Advice


I have a level 7 Ranger using a composite longbow. I was having a look at the different type of arrows to buy. I settled on taking trip arrows.

I thought about the tanglefoot but it had a DC of 10 so didn't seem like it would be landing much.

I looked at bleeding arrows as well but it was just so expensive for just a tad bit more damage.

Any recommendations for different arrows for a poor level 7 character?


I think blunt arrows are a thing. Good for skeletons. I'm pretty sure since source book about elves introduced reusable ones. Durable arrows?


The campaign I'm for this character is 'Rappan Athuk' a dungeon crawl.
I dont have too much money but ill pickup some blunt arrows!

However it says blunt arrows do non lethal damage but that is ONLY if you choose to do non-lethal damage at a -4 att penalty right?

Anything else?

Grand Lodge

Do you have each metal type? Thistle arrow it's a tiny bit of extra damage. Pheromone, raining, smoke, are useful.


Crexis wrote:
However it says blunt arrows do non lethal damage but that is ONLY if you choose to do non-lethal damage at a -4 att penalty right?

Correct. You can still attack for lethal damage with no penalty.


I don't have each metal type, how important is that and which do I take?

As for thistle arrow which adds bleed dmg for 1d6 rounds, how much bleed is it per round? 1?


I'd be sure I had a few silver arrows, or at least a few that had a silver blanch


CrystalSeas wrote:
I'd be sure I had a few silver arrows, or at least a few that had a silver blanch

Everyone always seems to forget this part of weapon blanch, so I want to point it out:

When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon.

You need a hot flame to use a weapon blanch....it isn't something you can just pull out and say "I have silver weapons". And it only works for one attack (although 10 arrows, since we are talking arrows).


Cold iron arrows are nice. At a certain point, I generally stop getting normal arrows entirely and buy cold iron ones instead--they're still cheap, and you don't always know in advance that you're going to be fighting a demon or fey.

Keep at least one adamantine arrow handy, and save the head if your last one breaks. Get more if you expect to fight constructs.

Sovereign Court

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Cold Iron Arrows (if you don't have +3 bow)
Silver Arrows (if you don't have +3 bow)
Durable Adamantine Arrows
Ghost Salt Arrows (regular arrows with Ghost Salt on them)
Blunt Arrows
Pheromone Arrows (if you/party members have the Scent ability)
Smoke Arrows
Tangleshot Arrows
Barbed Arrows
Spell Storing Arrows (fill with various utility spells)
Phase Arrow (only if you have a Seeking bow and a way to find things you can't see, such as Blindsense/Tremorsense)


Blunt arrows do lethal damage just like regular arrows, they just do blunt type damage as opposed to piercing. Get some cold iron arrows, it's just a little extra gold. Barbed arrows can be attached to a rope and used to grapple from a distance.


shalandar wrote:
CrystalSeas wrote:
I'd be sure I had a few silver arrows, or at least a few that had a silver blanch

Everyone always seems to forget this part of weapon blanch, so I want to point it out:

When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon.

You need a hot flame to use a weapon blanch....it isn't something you can just pull out and say "I have silver weapons". And it only works for one attack (although 10 arrows, since we are talking arrows).

Notice that I said "had". I could even have said "have". As long as you apply the blanch before combat starts, they're going to work just fine.

Quote:
The blanching remains effective until you make a successful attack with the weapon.


What exactly do cold iron arrows do above what a normal arrow does?

Sovereign Court

Bypass DR/Cold Iron

Sovereign Court

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Crexis wrote:
I thought about the tanglefoot but it had a DC of 10 so didn't seem like it would be landing much.
Just wanted to clarify. Tangleshot Arrows (and Tanglefoot Bags) automatically entangle the target if they hit. The saving throw is to avoid being glued to the floor.
Tanglefoot Bag wrote:
When you throw a tanglefoot bag at a creature ... entangling the target ... must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.

Tangleshot Arrows do no damage, but they are ranged touch attacks (at a -1 penalty). Throwing it on your last iterative attack will make it much more likely to hit instead normal AC vs most creatures, and then lowers the targets AC by 2 (-4 dex) for 2d4 rounds.

Splintercloud arrows may be useful if you have no other way to damage swarms... or you want to play with Arrow Eruption to force 50 saves.

Raining Arrows for when you need holy water.

Ranged Pitons for setting ropes. Sure there are grappling arrows, but those have a range increment of 30', but also have to actually grapple something. The Ranged Piton is reusable, and can be fired at a smooth rock wall (or ceiling).

Snakebiter Arrows, functionally +1 Seeking arrow assuming you can make a handle animal DC 10, but you can buy them 1 at a time, that also applies a DC 20 con poison.


ZenN has a good list. However, a +3 bow does not bypass DR/ cold iron and DR/ silver so you will want these arrows nevertheless.

Also, get the clustered shot feat.


Pink Dragon wrote:

ZenN has a good list. However, a +3 bow does not bypass DR/ cold iron and DR/ silver so you will want these arrows nevertheless.

Also, get the clustered shot feat.

Are you sure?

PRD wrote:
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have)...Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction....cold iron/silver +3

I think a +3 bow does add it's enchantment bonus for DR bypass to the arrows, and the +3 qualifies as Cold Iron/Silver.


Nope.

Grand Lodge

FAQ


blahpers wrote:
Nope.

Huh....I stand corrected. I guess if you're not dependent on a bow it makes more sense to just get +3 arrows then, you can use any bow to fire them, and they would count as Cold Iron/Silver.

Sovereign Court

Huh. Good to know. Disregard my comments about a +3 bow, then. Keep Cold Iron and Silver arrows anyway.


Do NOT buy +3 arrows instead of a +3 bow!

wrote:
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.

You will be spending far far more on enhanced arrows that an enhanced bow.


Just to note that a few options can be combined. Blunt silver arrows for example, or durable adamantine. Others can't, like durable with any other arrow type with a listed cost (as opposed to a cost modifier). Spell storing weapons require you to be wielding them to cast a spell on the opponent, and the grapple special quality only triggers on a crit which makes barbed arrows not especially useful in combat unless you're using named bullet or some similar effect.


I can't find Grapple as a special quality.


Heather 540 wrote:
I can't find Grapple as a special quality.

It's not in the core rulebook, which may be why.

Ultimate Combat wrote:
Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action.


avr wrote:
Just to note that a few options can be combined. Blunt silver arrows for example, or durable adamantine. Others can't, like durable with any other arrow type with a listed cost (as opposed to a cost modifier). Spell storing weapons require you to be wielding them to cast a spell on the opponent, and the grapple special quality only triggers on a crit which makes barbed arrows not especially useful in combat unless you're using named bullet or some similar effect.

Blunt arrows have a wooden head, so you can't have blunt silver (or cold iron, or adamantine, etc.) arrows.


Firebug wrote:
Crexis wrote:
I thought about the tanglefoot but it had a DC of 10 so didn't seem like it would be landing much.
Just wanted to clarify. Tangleshot Arrows (and Tanglefoot Bags) automatically entangle the target if they hit. The saving throw is to avoid being glued to the floor.
Tanglefoot Bag wrote:
When you throw a tanglefoot bag at a creature ... entangling the target ... must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.
Tangleshot Arrows do no damage, but they are ranged touch attacks (at a -1 penalty). Throwing it on your last iterative attack will make it much more likely to hit instead normal AC vs most creatures, and then lowers the targets AC by 2 (-4 dex) for 2d4 rounds.

Tangleshot Arrows

Where do you get the -1 penalty?

They do have half range due to their weight.

MageHunter wrote:
Durable arrows?

Note that arrows that miss can still get lost. Durable does not help with that.

/cevah


Adamantine blanch arrows are far cheaper than regular Adamantine arrows. Same for silver arrows. Normal cold iron arrows are cheaper than cold iron blanch. Or just take the feat Clustered Shot and use normal arrows. If you are a bow fighter you can afford to drop 15 damage in a round of attacks.

Ghost salt blanch on the other hand...at least fill a quiver with them. Hopefully you won't need them too often.

Also a little advice: Seeking is so worth it on a bow. If you pick the right square you can nail an invisible opponent with no miss chance. Also lets you bypass mirror image if you close your eyes.


GreatGraySkwid wrote:
avr wrote:
Just to note that a few options can be combined. Blunt silver arrows for example, or durable adamantine. Others can't, like durable with any other arrow type with a listed cost (as opposed to a cost modifier). Spell storing weapons require you to be wielding them to cast a spell on the opponent, and the grapple special quality only triggers on a crit which makes barbed arrows not especially useful in combat unless you're using named bullet or some similar effect.
Blunt arrows have a wooden head, so you can't have blunt silver (or cold iron, or adamantine, etc.) arrows.

I missed that. And so did my GM at the time... That does mean you could make them out of blackwood, if you expect to be fighting a lot of watery enemies, but the water subtype combined with DR is too rare to be worth thinking about usually.

Grand Lodge

By raw you can still Blanche them.


Grandlounge wrote:
By raw you can still Blanche them.

The hot flame required would burn them unless you have some protective magic to hand though.

Grand Lodge

Blanches are melted over a hot flame, not in a hot flame (this is subjective so let ignore it). Even if they are in the fire it would be a d6 of damage? If the wood is wet and not as easily burned as paper or cloth it takes half damage. Against a hardness of 5 (no damage). If you use the fire environmental rules you get a DC 15 ref save before things catch on fire.

It is possible that a GM could rule arrows have as little as 1HP, fire does full damage. Even then you lose 1/6 arrows.

Outside of the rules wet wood can handle 6 seconds of fire if your not jamming it in the coals.

Sovereign Court

Cevah wrote:

Tangleshot Arrows

Where do you get the -1 penalty?

They do have half range due to their weight.
...
/cevah

Elves of Golarion (the source d20 is using) was printed in 2008. The more up to date rules source for that item is Alchemy Manual printed 2014 (page 21), which does not have the range increment cut in half, but does have a -1 to attack.

D20 is not good rule resource when dealing with things with multiple sources. Archive of Nethys at least tells you what the multiple sources are.


Meirril wrote:

Adamantine blanch arrows are far cheaper than regular Adamantine arrows. Same for silver arrows. Normal cold iron arrows are cheaper than cold iron blanch. Or just take the feat Clustered Shot and use normal arrows. If you are a bow fighter you can afford to drop 15 damage in a round of attacks.

In case you run into robots or other critters with hardness, Clustered shots and adamantine blanch are useless. So if you play Iron Gods, get durable adamantine arrows.

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