I had been playing pathfinder for several years and decided to make a general guide for playing an archer. This is not class specific, but describes the many skills, feats and items that are available to archers.
Unfortunately due to other time commitments (teaching + thesis writing) I have not done anything with this document for the past year, and will likely not be updating it in the near future, if I do it would be highly sporadic. If anyone would like to take over and improve the guide, you are welcome to do so.
I was going to extend the suggestions for each class (like the fighter example), however I ran out of time.
I am running 2 players through the Way of the Wicked AP, a summoner and an alchemist. Both are new to these tabletop RPGs.
One of my players managed to obtain some Brown Mold.
As for how she obtained it:
Way of the Wicked Book 1 Spoiler:
Act 2: The nine lessons.
In the second room of the nine lessons there is some violet mold(brown mold) on one of the doors and the room is very cold.
Upon seeing the mold one of my players (having no idea what it is, everyone failed knowledge check), pulls out a jar and runs over to take a sample (move over, full round action to collect, move away). Thanks to low damage rolls she does this without going unconscious.
They then throw a lit lantern at it to try to burn it, however that causes it to grow. After several fruitless attempts to bypass it they eventually backtrack and find some alchemist ice which they use to kill it.
All the player knows is fire makes it grow and cold kills it. She would now like cultivate it and be able to weaponise it. Given 3 months in game downtime, the character would have had plenty of time to study it.
So I put it to the community, how should I treat a vial of this being thrown in combat, it does not have to be as virulent as brown mold would normally be. And how would it interact if a vial of alchemist fire being thrown in the following round.
My initial thought for this was to treat it as Liquid Ice that lasted a random number of rounds.
I searched but could not find this asked boefore: Can the endless ammunition weapon enchantment make:
1: special material arrows (e.g. cold iron, mithral/silver, adamantine)
2: alchemical arrows
3: blunt arrows
d20pfsrd wrote:
Endless ammunition
Only bows and crossbows can be made into endless ammunition weapons—firearms and other projectile weapons cannot. Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon's wielder never needs to load the weapon with ammunition.
Since these are all "non-magical" and the entry only says it makes a single non-magical arrow.
For those that say these three would be overpowered, please look in the spoiler as to why they should be allowed.
A bit more on the maths:
This enchantment costs at least 16,000gp, and more if you want to have an enhancement bonus of more than +1 (At which point it may start to overcome some of the special material DR's anyway).
the minimum 16000gp equates to ~
266 adamantine (~1600 utilizing the adamantine weapon blanch)
533 mithral arrows (~32000 utilizing the silver weapon blanch)
160000 cold iron or blunt arrows
320000 normal arrows
varying amounts for alchemical arrows
These values increase approximately half again for each extra +1 bonus on the bow.
For special material arrows this does not seem overpowered. the only two alchemical arrows that I could see potentially abused (price wise) by this are:
slow burn 150gp (1d6 fire damage next round, but you could have just got flaming for a +1 enhancement)
Bleeding 360gp (1 bleed damage, but compared to a archers full attack damage that is a pittance)
This enchantment also potentially lowers the archers damage per hit by 7 on average as it takes up slots that could be spent on merciful, aligned or elemental enhancements.