Sizzling Arrow


Rules Questions


From the Advanced Player's Guide, page 291:

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Sizzling Arrow
Price 1,516 gp

This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 acid damage on the attacker’s turn for the next 3 rounds. Removing the arrow is a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it dissolves up once the 3 rounds pass.

Construction requirements: Craft Magic Arms and Armor, acid arrow; Cost 758 gp
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Is the price intended for 50 arrows (as usual) or just for one?


Extrapolated from the Core Book rules for magic item creation: one arrow.
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++ | Price(g)| Ammo Price (1/50)
+1 | 2,000.. | 40 gold
+2 | 8,000.. | 160
+3 | 18,000 | 350
+4 | 32,000 | 640
+5 | 50,000 | 1000
+6 | 72,000 | 1440 *
+7 | 98,000 | 1960

Fist, 1,516 can't be the price for 50, because 50 +1 arrows costs 2,000 gold, and these are +1 arrows with an extra bonus.

On the other hand, for less than 1,516 you could purchase a single +6 arrow (or a +5 flaming arrow).

Is 1d6 acid damage for three rounds worth a +5 bonus?
Assuming that no archer will ever be foolish enough to use these on an enemy who can make a heal check, that would be 3d6 acid damage, or an average of 10.5. But it might be better to compare to a +5 Flaming Arrow, since we can reduce 1d6 of the energy damage out of the equation.

So, is +2d6 (average 7 damage) worth a +4 bonus?
I'd say that's what the authors had in mind, but I disagree with them, and would not make or purchase a Sizzling Arrow.

Given the money, I'd rather save up 30% more and buy a +1 bow. Given that, I'd continue adding to the bow and, given an amazing bow, I'd probably still buy some other kind of expensive arrows.

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