Bane Arrows? How much and how few can you buy at any one time?


Rules Questions


Hey guys,

So I've got a person coming in as a Ranger soon, joining my group in my Rise of the Runelord's Campaign.

They're playing a Ranger and this is a question I've been wondering about myself, but how much is it for Bane Arrows, how few can you get and how easily obtainable are they?

This would also help me for future characters, as I've always liked the idea of a Ranger who has Elf Bane, Human Bane, Demon Bane, Vampire Bane, Wolf Bane Arrows etc, but never knew how much a batch of 20, 50 or even 3 would cost.

I've read the magic weapon chart and have come to the conclusion that I think 50 Bane arrows cost 2000gp as it's a +1 Bonus cost and so 25 should cost 1000gp, while 5 should cost 200gp, meaning 1 should cost 40gp.

Alternatively, she could make her Bow Goblin Bane and the arrows fired from it would count as both Goblin Bane and the Bane of the arrow used, right? I'm also wondering if an Elf Bane Bow with a Human Bane Arrow would deal 4d6 of damage to a Half-Elf, or just mean you could choose which one came into effect?

Is this correct?

I just wanted to make sure I was doing things correctly really.

The player in question has 3,100gp left over at character creation, so I figured I'd guide her on what she could do with that extra cash. :)

Thanks a lot!

Grand Lodge

Bane Arrows are a terrible investment.

Also, the DM determines how many you can by at one time.


+1 Bane arrows would actually cost 8302.5gp for a batch of 50. This is because you cannot add a property like Bane or Flaming onto an item that does not have at least a +1 enhancement bonus. Bane arrows therefore have to be +1 at least, and with the bane effect have a +2 equivalent cost, or 8000gp per 50. Then you add the masterwork cost of 6gp per arrow,and the arrows themselves are 1gp per 20 arrows. I get a cost of 166gp and 5 copper per +1 Bane arrow.

As for how many at a time, I would allow PCs to get them in small bunches, as few as 1 or 2 if they really wanted and were in a place they could purchase them.


Wow! Incredibly expensive then.

I just saw them as pretty cool ideas because a ranged Ranger would want an advantage over any enemy in any encounter, so a few specific Bane Arrows seemed to be a great idea.

I also thought the masterwork quality was included in the +1 price already. I guess not. :/

This also means if she wants a Bane Composite Longbow, she'd have to save up 8,000gp then, as you need a +2 Bonus before applying the +1 Bane property onto it, because it still requires a +1 Bonus at all times.

Grand Lodge

Terrible investment Bane arrows are.

Just nab a Bane Bow, and use the Instant Enemy spell to treat the enemy as the creature type your Bow is Bane to.

You will have to choose a Bane that is also a Favored Enemy for this to work though.

Shadow Lodge

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GM gets to determine a minimum lot size for Bane arrows. I've bought them occasionally for use in specific major fights, maybe 10-20 at a time. They're expensive, but I think dealing 150 damage in one turn in a lucky full-round attack against a BBEG is worth it. Also gets cheaper if you have a crafter in the party.

I've also had a DM house-rule against the "Minimum +1 bonus before special enhancements," which would make special arrows much more attractive.

Bandavaar the Brave wrote:
This also means if she wants a Bane Composite Longbow, she'd have to save up 8,000gp then, as you need a +2 Bonus before applying the +1 Bane property onto it, because it still requires a +1 Bonus at all times.

Actually, 8,400 gold + 100 gold per point of strength bonus allowed on the composite bow. Got to remember the cost of the weapon in that, especially when it's a pricey weapon like a composite bow.

blackbloodtroll wrote:

Terrible investment Bane arrows are.

Just nab a Bane Bow, and use the Instant Enemy spell to treat the enemy as the creature type your Bow is Bane to.

You will have to choose a Bane that is also a Favored Enemy for this to work though.

Note that not everyone agrees that Instant Enemy works this way.

Grand Lodge

Instant Enemy is still the best Ranger spell, and Bane arrows are a terrible investment.


Aprox. 166 gp an arrow isn't horrible if you buy like #<10 of a couple different ones that might be useful for a specific situation. 1,660gp for 10 arrows that will allow me to really hurt the BBEG sounds like a good idea to me. I would only buy some for specific situations. Usually just a bane bow combined with instant enemy will get you thru most situations.


Weirdo wrote:

GM gets to determine a minimum lot size for Bane arrows. I've bought them occasionally for use in specific major fights, maybe 10-20 at a time. They're expensive, but I think dealing 150 damage in one turn in a lucky full-round attack against a BBEG is worth it. Also gets cheaper if you have a crafter in the party.

I've also had a DM house-rule against the "Minimum +1 bonus before special enhancements," which would make special arrows much more attractive.

Bandavaar the Brave wrote:
This also means if she wants a Bane Composite Longbow, she'd have to save up 8,000gp then, as you need a +2 Bonus before applying the +1 Bane property onto it, because it still requires a +1 Bonus at all times.
Actually, 8,400 gold + 100 gold per point of strength bonus allowed on the composite bow. Got to remember the cost of the weapon in that, especially when it's a pricey weapon like a composite bow.

Ah yeah, I meant she already has a +1 Composite Longbow for 2,200gp (+1 Str), so it'd cost an extra 6000 to do that, unless you need to pay for the masterwork quality in addition to the +1 quality, though I thought that was already included in the price. :/

I'll have a chat with the players and see what they think about not having to have it as a +1 at all times with extra properties, but 166gp is how much each bane arrow costs of a certain boss in the first book of this campaign, so I think I'll stick with it.

The trade off seems worth it to me and an Archer isn't meant for being up close anyway, so would be better off with more HP and better saves than AC, so I guess it balances it out well.

Grand Lodge

You know what happens when you miss with that expensive arrow?

It breaks.


Yup, but they become useless after every shot anyway. :p

Grand Lodge

Well, if it suites your desires thematically, then have fun.

That's the most important part.


Yea, that's how I always play, but like I said, I'll inform the player either way, telling her the cons and pros of yours and everyone elses arguments and see what she says.

Thanks Blood, idilippy, Weirdo and Phrofet! :)


Personally I wouldn't require the +1 on ammunition before adding special stuff to it. Weapons would still need it though.
For that reason, it makes getting some specialised arrows much more worthwhile but still expensive enough that you don't waste them on every shot.

And yes, you have to pay the masterwork cost in addition to the +1


Hmm, 46gp and 4sp each then, without the necessary +1 Bonus, so I think it'd be fair to say 50gp per arrow if I went down that route with my group.

Would be nice to have 5 arrows each for four different creature types (or 4 arrows for 5), only costing 1000gp. :)

Grand Lodge

Some Special Material arrows and a Wand of Abundant Ammunition seem a better investment.

Shadow Lodge

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bbt's right, silver, cold iron, and adamantine arrows are essential for an archer. You didn't mention what the player has already purchased or what level she is, but 3100 gold will buy an Efficient Quiver, wand of Abundant Ammunition, 20 silver, 20 cold iron, and 5 adamantine arrows with 208 gp left over. That's a good start on an arsenal, and she can buy bane arrows later.

Also, you mentioned Vampire Bane arrows and Demon Bane Arrows in your first post. You don't need to be that specific. Undead Bane arrows exist, and are effective against more things. You can also get Evil Outsider Bane arrows that work against Demons, Devils, and more.


blackbloodtroll wrote:

You know what happens when you miss with that expensive arrow?

It breaks.

This is not entirely correct, the rules state:

"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."

And Weirdo, people may disagree on how Instant Enemy works, but it is written pretty clearly.

"Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes"

Not a whole lot of room for interpretation in that.

I think Blackbloodtroll is right that it is a great spell to use, but I disagree that the arrows are a terrible investment. At lower levels and in a campaign like Rise of the Runelords where money is not being thrown at you, it is often necessary to settle for disposable items.

MD


Just enchant durable arrows when making any magic arrow that way they don't break if you miss.

Quote:
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. - Core pg 149
Quote:
A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities. - Core page 551

I still play that the weapon needs a +1 magical enhancement to add special abilities, but by RAW do you?

Prices depending on rule:
1) +1 Bane Arrows: 175.05gp per arrow
2.5 (arrows) + 750 (masterwork) + 8000 (magical) /50 = 193
-Keep in mind that masterwork arrows come in groups of 20 while magical arrows come in groups of 50, so you need to buy 2.5 sets of masterwork arrows.

2) Durable +1 Bane Arrows: 176gp per arrow.
50 (arrows) + 750 (masterwork) + 8000 (magical) /50 = 176

3) Bane Arrows: 55.05gp per arrow.
2.5 (arrows) + 750 (masterwork) + 8000 (magical) /50 = 55.05.

4) Durable Bane Arrows: 56gp per arrow
50 (arrows) + 750 (masterwork) + 2000 (magical) /50 = 56.

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