Weapon Enchantment Bow


Advice

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Nothing like ghost touch arrows for 100 gp for 10 of them.

Edit: sorry, 200 gp for the 10. My previous archer used to make his own when he could. GM ruled the alchemy DC as 25 since it should be as difficult as adamantine weapon blanch which is craft DC 25. For some reason, Anything from the society field guide for craft alchemy, doesn't list a DC to craft.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I thought it was 200gp for 10.


I say it should be DC25...


Would not "Wounding" be a fairly efficient enchantment for a bow? A decent archer with decent gear can probably send off 5 or more arrows in a round. If all hit it would mean a constitution loss of 5 points. This would be a significant reduction in hit points as well, especially in comparison with all other damage and effects that can be placed on a bow.


If you put distance on your bow and/or take the far shot feat you should pack some tanglefoot arrows to slow down the enemies' approach.
But don't use them too early or he might just turn around and flee.


Huh, My Elven Archer Soldiers use Tanglefoot Arrows for that purpose...

It is brutal on a Volley from skilled Archers.

RPG Superstar 2012 Top 16

Twoswords wrote:
Would not "Wounding" be a fairly efficient enchantment for a bow? A decent archer with decent gear can probably send off 5 or more arrows in a round. If all hit it would mean a constitution loss of 5 points. This would be a significant reduction in hit points as well, especially in comparison with all other damage and effects that can be placed on a bow.

3.5 Wounding is a brutally efficient enhancement.

PF Wounding causes 1 pt of bleed damage per wound per round. If it was +1 it MIGHT be worth a look, but doubtful...and it's still +2.

==Aelryinth


The tanglefoot arrows are really weak though. However, to use an action like a str check, or to stop and cut the arrow still wastes enemy actions. Might be worth to use some.

If you can't afford the wounding property, which many archers wouldnt use or don't, then poison arrows are better. Just apply the contact/ injure poison to the arrowhead, and your done.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You know what else stops an enemy in his tracks? A volley of normal arrows. ;D

Grand Lodge

Viridium arrows are nice way to screw an enemy, even if they run away.


blackbloodtroll wrote:
Viridium arrows are nice way to screw an enemy, even if they run away.

You really love Viridium don't you...

Grand Lodge

Azaelas Fayth wrote:
blackbloodtroll wrote:
Viridium arrows are nice way to screw an enemy, even if they run away.
You really love Viridium don't you...

Yes, but I wish other toxic/radioactive materials were statted out.

Perhaps Tungsten, Vanadium, Chromium, or Plutonium?

Maybe the Golarion specific Blightburn or Lazurite?


Isn't there at least one Star Metals from Shattered Star that has a similar effect that can negatively effect you unless you have a specific counter measure.

Though can you get Viridium Arrows? If you can you probably don't want them until you get an Efficient Quiver.

Grand Lodge

Viridium Arrows are 20gp a pop(40gp if strengthened) and Abundant Ammunition makes it worth it.

Abysium is another poisonous metal, but there is only pricing for it chemically broke down, and ground into powder and used as a poison.


Strengthened?

Grand Lodge

Check out all the details here.


Nice... But that might cause some to say you cant use Abundant Ammo with it...


If strengthened, you can't, since it's magically treated. Abundant ammunition is for masterwork arrows only, non magical. Therefore, not usable. Just make sure to never roll a 1. :)

Grand Lodge

You can totally use Abundant Ammunition on Special Material Arrows.

Houserules may prevent it though.


Not special matials that are MAGICALLY treated. As such is the strengthened viridium you posted. If after the casting You wish to apply magic fine, but since the arrows have to be strengthened first before crafting with the viridium, it doesn't work.

Grand Lodge

That's an interpretation. Magically treated is not magically enchanted.

Darkwood is noted as "rare magic wood", so it could not be targeted by your reading.


Actually that should be made into a Thread for F.A.Q. if it hasn't already been.

But they aren't Magical they are just treated to be stronger. It is like a Hardened Arrow being used by an Fighter(Archer) for a Grapple. Is the Hardened Arrow Magical? or is it just treated with magic?


The strengthening feature for viridium strictly says magically done. As for treated = enchanted in this case I believe they are to be the same thing. As for darkwood, the d20 site, not legal, gives a very basic definition. Go to the actual pathfinder wiki, and it gives you an ecology and everything on it. It is naturally growing, not magically created. Here.

Grand Lodge

Feel free to disagree.

The details of the spell were put there to stop a mass of +1 Arrows, or the like.

Are you against Alchemical Arrows?


The Wikia isn't legal for Rules discussions either. The PRD is.

A Strengthened Viridium Arrow still isn't a Magical Arrow. Unless you also want to allow it to by-pass DR/Magic

Grand Lodge

This would mean any Arrow created with the Fabricate spell is not a valid target.


It means A LOT of things wouldn't be a valid target.


I'm merely going based on the RAW here. The viridium strictly states it's magically treated to strengthen it. As or alchemical arrows, I have nothing against, I use them all the time. They are alchemical, not magical, and thus abundant ammunition is allowed for them.

Even if my interpretation was 100% off, you still couldn't do arrows from a fabricate spell, or any other magic arrow. The spell strictly says non-magical, even masterwork.

Grand Lodge

Being Magically treated doesn't mean it's magical.

It doesn't radiate magic, cannot be dispelled.

The process involves magic, but the result is not magical in nature.


Strict GM's might not see it that way. Magic is magic. Regardless, it is a nice interaction between the material and the spell. Gets more use.

Grand Lodge

Why does everything altered by magic, count as magic?

That is like saying anything that has contact with fire, is hot.

It should be simple:
If Detect Magic shows it to be magic, then it's magic. Otherwise, it's not.


Adamantine Dragon wrote:

How many GMs allow "adaptive", I wonder?

I showed it to my GM and wanted it for my druid's bow and he just snickered and said "what a cheesed up enchantment."

No dice.

When I saw this ability, my first thought was that I should make a +1000gp version of the Returning property that would allow a character to make full attacks with a thrown weapon.

RPG Superstar 2012 Top 16

blackbloodtroll wrote:

Why does everything altered by magic, count as magic?

That is like saying anything that has contact with fire, is hot.

It should be simple:
If Detect Magic shows it to be magic, then it's magic. Otherwise, it's not.

You are using a very self serving example.

The example is magically treated, not magical.

If something is changed by magic, it is magically treated. If something is changed by fire, it is fire-treated.

So, the only question is, is the language use 'magically treated' or 'magical'. Magically treated is a much wider interpretation.

==Aelryinth


Aelryinth wrote:


PF Wounding causes 1 pt of bleed damage per wound per round. If it was +1 it MIGHT be worth a look, but doubtful...and it's still +2.

==Aelryinth

Aha, I looked it up again and my Google Fu did fail me; it is indeed only an extra point of bleed damage in Pathfinder. Thank you for clarifying!


Now here is a question:

Do you have to be a Mage to craft Strengthened Viridium Arrows? Must you have Master Craftsman to craft it if not a Mage?

Grand Lodge

To just bypass the whole "Strengthened" Viridium is magical argument, just make the arrows out of normal viridium.

Remember that most arrows break on a successful attack, anyhow.

Abundant Ammunition does not retrieve the fired ammunition, it duplicates it in your quiver.

Also, Abundant Ammunition explicitly allows spell effects to be recreated on the ammunition it duplicates, if the spell effect was placed on the ammunition after the Abundant Ammunition is cast.

The only downside to using Abundant Ammunition with Viridium arrows would be the same downside to using it with Thistle arrows. No lingering effects. So, the initial save and possible Con loss, but no extra rounds of it afterwards.

Then again, leprosy is not going to be a big effect during the combat. And, to be honest, how many opponents are going to be left alive after the combat is done to even have to worry about the onset save? 2d4 weeks. That is 14-56 days. Maybe useful for a sniper doing a single hit on a political opponent, but for normal Pathfinder combats?


Honestly the only time one would even want Strengthened Viridium arrows would be on Durable Arrows made of the stuff. Seems Strengthened is more for Viridium Swords.

Thistle Arrows are a horrible choice for Abundant Ammo.


Thistle arrows with woundweal on them are great.


Grizzly the Archer wrote:
Thistle arrows with woundweal on them are great.

That they are. Unfortunatly that doesn't help the weakness of Thistle Arrow and Abundant Ammo.

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