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DEMON
2013-11-11, 04:23 PM
So since both the The Ultimate Archer Handbook (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1143551) and The Archery Handbook (http://www.brilliantgameologists.com/boards/?topic=642.0) only marginally discuss equipment and The Toxophilite (http://www.giantitp.com/forums/showthread.php?t=269705) is apprently to be on a hiatus I decided to go for a brand new thred on this topic - Archer's equipment.

Besides the various bows and arrows and their special abbilities, I'm looking for the equipment that gieves archer related bonus feats, improves archery related skills, such as spot, helps to overcome cover, concealment and damage reduction, gives extra damage and improves precision damage.

Please help me with this list, especially with the more obscure sourcebooks (i.e. not Core, "Core+". Completes and MIC...) to list all the relevant items.

Edit: If you list 3.0 / PF items, please make sure you list them as such, also please remember to always list the source; as a side note - no homebrew please - official WotC (including Dragon Magazine) only

DEMON
2013-11-11, 04:24 PM
reserved - bows, arrows - mundane + magic + special abilities

Mundane bows and arrows:

Martial weapons

Short Bow: 30 gp; 1d6 piercing
Long Bow: 75 gp; 1d8 piercing
Composite Short Bow: 75+ gp; 1d8 piercing; extra damage for high Strength; attack penalty for low Strength; extra range
Composite Long Bow: 100+ gp; 1d8 piercing; extra damage for high Strength; attack penalty for low Strength; extra range
Lute-Bow: 250 gp; 1d6 piercing; hidden weapon resembling lute; short range increments


Exotic weapons

Greatbow(CW): 150 gp; 1d10 piercing
Composite Greatbow(CW): 200+ gp; 1d10 piercing; extra damage for high Strength; attack penalty for low Strength; extra range
Bone Bow: 250 gp; 1d10 piercing; arguably auto-adjusts to users STR for damage
Footbow: 150 gp; Martial for Raptorans; extra damage for high Strength (possible 1.5x STR); attack penalty for low Strength; when used on the ground, attacked must be prone and incurs -4 penalty to attack
Yuan-Ti Serpent Bow: 150 gp; 1d8 piercing; can also be used as a slashing melee weapon and wielder can interchange ranged and melee attacks freely
Aquatic Longbow: 400 gp; 1d8 piercing; no penalty for firing underwater
Elven Double Bow: 1000 gp; 1d8 piercing; move action to load a second arrow, standard action to shoot both (at a -2 penalty to attack)


Arrows

Blunt arrow: 1/20 gp; deals nonlethal bludgeoning damage; reduced ranged increment and critical multiplier
Dragonsbreath arrow: 2.5 gp; reduced damage dice; deals 1 point of fire damage; can set target on fire
Serpentstongue arrow: 3/20 gp; deals slashing damage in addition to piercing; deals full damage to items with hardness of 5 and less
Swiftwing arrow: 1 gp; reduced damage dice, only incurs -1 penalty to attacks per range increment
Razorfeather Arrow: 50 gp for the razorfeather + costs; non-magical arrows with masterwork, adamantine and keen properties
Alchemist's Arrow (A&EG): 75 gp; carries a dose of alchemist's fire in addition to dealing regular bow damage
Flight Arrow (A&EG): 8 gp; range increment increased by 25 ft.
Signal Arrow (A&EG): 5 sp; -2 penalty on attack rolls, emulates the sound of a particular bird when shot
Thundering Arrow (A&EG): 2 gp; deal no damage but trigger the sonic attack of a thunderstone


Special materials / special crafting methods

Cold Iron
Alchemical Silver
Adamatium
Darkwood
Livewood
Elvencraft
Dwarvencraft
Serrenwood



Magic bows and arrows:

Weapon crystals

Crystal of illumination, least
Crystal of adamant weaponry, least
Crystal of return, least
Crystal of security, least
Crystal of illumination, lesser
Crystal of life drinking, least
Revelation crystal, least
Phoenix ash threat, least
Crystal of energy assault, least
Crystal of illumination, greater
Crystal of return, lesser
Crystal of security, lesser
Demolition crystal, least
Fiendslayer crystal, least
Revelation crystal, lesser
Truedeath crystal, least
Crystal of adamant weaponry, lesser
Crystal of life drinking, lesser
Phoenix ash threat, lesser
Crystal of energy assault, lesser
Crystal of security, greater
Demolition crystal, lesser
Fiendslayer crystal, lesser
Crystal of adamant weaponry, greater
Crystal of return, greater
Fiendslayer crystal, greater
Revelation crystal, greater
Truedeath crystal, lesser
Witchlight reservoir
Crystal of energy assault, greater
Crystal of life drinking, greater
Demolition crystal, greater
Phoenix ash threat, greater
Truedeath crystal, greater


Special abilities

Splitting (CoR): +3; each arrow you shoot splits into 2 with the same abilities;
Force (MIC): +2; ammunition turns into force attack that auto-overcomes DR and suffers no miss chance against incorporeals
Collision (MIC): +2; +5 damage per hit
Hunting (MIC): +1; +4 damage against wielders Favored Enemies
Precise (MIC): +1; applies the benefit of the Precise Shot feat
Distance (MIC): +1; Double range increment
Exit Wounds
Seeking
Hideaway
Sizing
Slow Burst
Corrosive/Acidic Burst
Arcane Might
Bane/Magebane/Fiercebane
Binding
Dessicating/Dessicating Burst
Dislocator/Great Dislocator
Dispelling/Greater Dispelling
Distance
Divine Wrath
Dragonhunter
Flaming
Frost
Heavenly Burst
Hunting
Illusion Bane/Illusion Theft
Impact
Knockback
Lucky
Maiming
Merciful
Mindfeeder
Power storing
Precise
Profane/Profane burst
Psychokinetic/Psychokinetic burst
Returning
Revealing
Sacred/Sacred burst
Screaming/Screaming burst/Stunning
Seeking
Shattermantle
Shock
Soulbound/Greater Soulbound
Spellstrike
Stunning surge
Stygian
Thundering
Venomous
Warning
Weakening
Manifester
Anarchic/Axiomatic/Holy/Unholy
Aquan/Auran/Ignan/Terran
Banishing
Blindsighted
Collision
Consumptive
Disarming
Domineering
Doom burst
Energy aura
Enervating/Soulbreaker
Flaming burst
Force
Icy burst
Impedance
Metalline
Mindcrusher
Paralytic burst
Parrying
Psibane
Psychic
Shocking burst
Soulbound, greater
Transmuting
Prismatic burst
Bodyfeeder
Cursespewing
Implacable
Speed
Brilliant energy


Specific Weapons & Arrows

Sleep Arrow
Bow of Elvenkind
Fountainhead Arrow
Arrow of Biting
Slaying Arrow
Bow of the wintermoon
Greater Slaying Arrow
Bowstaff
Raptor Arrow
Light Swordbow
Swordbow
Great Swordbow
Bow of songs
Oathbow
Arrow of Disintegration (A&EG)
Arrow of Eyes (A&EG)
Elven Leaf Arrow (A&EG)
Fey Arrow (A&EG)
Summoning Arrow (A&EG)
Skybow (A&EG): 25975 gp; +2 longbow; bane vs. earth creatures; once per day simulates seeker arrow ability of Arcane Archer
Larethian Protector (A&EG): 50375 gp; +2 longbow; wielder can expend Turn Undead attempt for extra damage against Undead on the next shot
Guardian Bow (A&EG): 50700 gp; +2 Composite longbow (+3 STR); when used while threatened by multiple enemies, only the target of the attack can take AOO against the wielder
Gnome Steam Bow (A&EG): 18530 gp; +1 shortbow; various benefits that apply to the next shot (a move action to activate each of them)
Bowstaff (A&EG): 10975 gp; Use a move action to transform between a +2 quarterstaff and a +2 longbow
Bow of Sympathetic Enhancement (A&EG): 32330 gp; +2 shortbow; imparts +1 enhancement bonus to non-magical arrows shot from it (useless in 3.5)
Bow of the Steppes (A&EG): 18525 gp; +2 Composite shortbow (+2 STR); penalties for using while mounted halved
Bow of Songs (A&EG):
Bow of the Solars (A&EG):
Bow of Radiance (A&EG):
Bow of Mighty Pulling (A&EG):
Bow of Force (A&EG):
Bow of Arcane Might (A&EG):

DEMON
2013-11-11, 04:26 PM
reserved - quivers, other non-body slot items

Quivers

Quiver of Ehlonna / Efficient Quiver (DMG): 1800 gp; Stores up to eighty-four objects of various sizes
Quiver of Energy (MIC): 15000 gp; Arrows and bolts stored within deal +1d6 energy damage
Quiver of Elvenkind (CC): 8000 gp; holds up to 50 arrows and turns mundane arrows to +1 arrows, extra benefits if wielder is Elf or worshiper of Corellon Larethian, or when used together with Bow of Elvenkind
Quiver of Lies (BoVD): 12000 gp; fits on a wrist; creates infinite mundane arrows (that last for 10 rounds) when wearer holds a bow and speaks a lie
Quiver of Plenty (DC): 18000 gp; produces infinite mundane, masterwork, cold iron and silvered arrows and 5 adamantine arrows per day
Quiver of Etherealness (CP): 15750 gp; Arrows and bolts stored within can strike ethereal and incorporeal creatures


Tools

Masterwork tool(DMG): 50 gp; +2 circumstance bonus on particular skill check
Scrolls: 12.5 - 4500 gp pre-epic
Wands: 375 - 60000 gp pre-epic
Scepters(LEoF): 4500 - 157500 gp pre-epic

DEMON
2013-11-11, 04:27 PM
reserved - body slot items

Armor

Armor Spikes: 50 gp; can be added to armor and used as a melee weapon; also can be enchanted as weapons
Elven chain: 4150 gp; non-magical mithral chainmail
Mithralmist Shirt: +1 mithral shirt, 7/day concealment against attacks for 1 minute
Millennial chainmail: 8150 gp; +1 mithral chainmail plus relic powers
Celestial armor: 22400 gp; +3 chainmail, lighter than normal, 1/day fly; +8 max DEX bonus


Shield

Buckler: 15 gp; can be worn while using bow, can be upgraded with special abilities for shields
Darkwood Buckler: 215 gp; no ACP; can be used with a bow at no penalty
Mithral Buckler: 1015 gp; same as darkwood buckler above


Arms

Bracers of Accuracy: 4000 gp; 3 charges/day, deliver ranged attacks with extreme precision
Lesser Bracers of Archery: 5000 gp; Use all bows, +1 on attack rolls using bows with which you are proficient
Greater Bracers of Archery: 25000 gp; Use all bows, +2 on attack, +1 on damage using bows with which you are proficient
Bracers of Aerial Combat: 5000 gp; +1 on attack rolls while you or foe are airborne
Bracers of Blinding Strike: 5000 gp; +2 on initiative, 3/day extra attack in addition to full attack
Strongarm Bracers: 6000 gp; Wield weapons as if one size category larger than normal
Bracers of Lightning: 11000 gp; Attacks deal +1d6 electricity damage,
Bracers of Murder: 8000 gp; +2 profane bonus on attacks and damage against flat-footed targets; benefits to Death Attacks and Sneak Attacks
Bracers of Wind: 10000 gp; Ranged attacks against you take a -2 penalty as if fired in strong wind, +1 on ranged attacks


Body (non-armor)

N/A


Face

Third Eye Surge: 2100 gp; 3 charges/day, bonuses on Str- and Dex-based checks and weapon damage
Third Eye Aware: 10000 gp; +10 on Spot
Goggles of the Ebon Hunter: 18000 gp; Darkvision out to 30 ft.; +1 on attack and damage rolls with ranged weapons
Horizon Goggles: 8000 gp; grant Far Shot feat; improve range of spells and spell-likes that require ranged attack roll


Feet

Boots of agile leaping: 600 gp; Add Dex modifier on Jump, stand from prone more easily


Hands

Gauntlets of Giantfelling: 2000; 3/day gain bonus on next damage roll against creature larger than you
Gloves of Agile Striking: 2200; 2/day +1d6 damage with ranged and light weapons, +2d6 during skirmish attacks


Head

Scout's Headband: 3400; +2 on Spot; 3 charges/day, provides vision-based bonuses
Helm of the Hunter: 9000; +5 on Spot, Far Shot, 1/day vision bonuses for 4 hours (array of the manticore)
Helm of Righteous War


Rings


Shoulders


Throat

Githborn Talisman: 1800; 3/day various bonuses against aberrations
Enemy Spirit Pouch: 2100; +1 on attack rolls against creatures of a specific type, extra bonus for rangers


Torso


Waist

Bruenin
2013-11-11, 08:30 PM
Create a continuous item of arrow mind? It will let you threaten with bows and not take AoO.

It's level 1 so for a wizard with craft wondrous item to make it continuous it would cost: 1 x 1 x 2000 x 2 for a total of 4000 gp (base- so only 2000 if crafting personally) . You could put it right on the bow for 8000 if you wanted but you'd be better off slapping it on some of your clothes instead.

Spell from Complete Adventurer
DnD 3.5 Magic Item creation guidelines from DMG for determining price

A continuous item of Guided shot is so over powered it'd probably be banned or changed up. It's a 1 round effect so the cost would be: 1 x 1 x 2000 x 4 for a total cost of 8000gp but it lets you ignore all AC if it's less than total cover (you could argue total cover doesn't give AC but just makes you unable to be attacked but then that part of the spell would have no effect) and it removes all ranged penalties. It also removes all miss chances the enemy might have if it is less than total concealment.

Spell from Spell compendium.

All prices are assuming CL 1 from a wizard crafting, but all of these can be done by a ranger but the cost would be higher.

Darrin
2013-11-12, 11:45 AM
Looks good so far.

Some magic items/equipment to add:

Arrow of Disintegration (A&EG)
Arrow of Eyes (A&EG)
Elven Leaf Arrow (A&EG)
Fey Arrow (A&EG)
Summoning Arrow (A&EG)
Message Arrow (Ghostwalk Web Enhancement)
Razorfeather Arrows (MM5)
Blunt Arrow (RotW)
Dragonsbreath Arrow (RotW)
Serpentstongue Arrow (RotW)
Swiftwing Arrow (RotW)
Aquatic Longbow (Races of Faerun)
Flight Arrow (Races of Faerun)
Sea Arrow (Races of Faerun)
Signal Arrow (Races of Faerun)
Spectral Arrow (Book of Vile Darkness)
Quiver of Lies (Book of Vile Darkness)
Lute-Bow (Cityscape Web Enhancement)
Arrow of Cure Light Wounds (Masters of the Wild)

Horizon Goggles (Complete Mage)
Enemy Spirit Pouch (MIC)
Githborn Talisman (MIC)
Piercer Cloak (MIC)
Strongarm Bracers (MIC)
Bracers of Murder (DotU)
Skirmisher Boots (MIC)

Big Fau
2013-11-12, 01:19 PM
The Yuan-Ti Serpent Bow (Secrets of Xen'Drik) is a Ranged Double Weapon (with the other side being a melee weapon).

Grayson01
2013-11-12, 01:21 PM
Also for Bows there are the Elven Craft Longbow, Short Bow, as Well as their Comp. Versions.

Elven Craft Bows Long and Short act as a Quarterstaff and Club respectivily. Without wory of damaging the bow or using it imprivesed. This way you also threaten adjacent squares.

Found in the races of the wild.

Metahuman1
2013-11-12, 01:29 PM
Create a continuous item of arrow mind? It will let you threaten with bows and not take AoO.

It's level 1 so for a wizard with craft wondrous item to make it continuous it would cost: 1 x 1 x 2000 x 2 for a total of 4000 gp (base- so only 2000 if crafting personally) . You could put it right on the bow for 8000 if you wanted but you'd be better off slapping it on some of your clothes instead.

Spell from Complete Adventurer
DnD 3.5 Magic Item creation guidelines from DMG for determining price

A continuous item of Guided shot is so over powered it'd probably be banned or changed up. It's a 1 round effect so the cost would be: 1 x 1 x 2000 x 4 for a total cost of 8000gp but it lets you ignore all AC if it's less than total cover (you could argue total cover doesn't give AC but just makes you unable to be attacked but then that part of the spell would have no effect) and it removes all ranged penalties. It also removes all miss chances the enemy might have if it is less than total concealment.

Spell from Spell compendium.

All prices are assuming CL 1 from a wizard crafting, but all of these can be done by a ranger but the cost would be higher.

Wasn't there another spell in one of those books that got rid of Precision Damage range limits?

If so, get a contentious Item of that as well, along with Hanks Force Bow. Give yourself a half decent STR and either snag some Sneak Attack/Skirmish and/or some PA, and your golden.

Bruenin
2013-11-12, 02:31 PM
Wasn't there another spell in one of those books that got rid of Precision Damage range limits?

If so, get a contentious Item of that as well, along with Hanks Force Bow. Give yourself a half decent STR and either snag some Sneak Attack/Skirmish and/or some PA, and your golden.

Oh yeah, I forgot about that, I saw it but I just shrugged and though the range penalty removal from the first one would take care of it. It's just under guided shot and it removes range limits on sneak attack so not all precision damage.

It'd cost: 1 x 1 x 2000 x 4 so 8000gp base price to buy, 4000 to create, even cheaper if you can haggle for the materials : P

So now you can make it so you always hit a target no matter what, can sneak attack from any distance and never have to worry about AoO. At least it isn't a true strike weapon huh? XD although it's kind of better <.<

Diarmuid
2013-11-12, 02:51 PM
Sniper's Shot from SpC allows for Sneak Attacks at greater than 30'.

DEMON
2013-11-12, 02:56 PM
Thanks for all the suggestion, guys, I'm slowly adding these.

As far as custom items go, I wasn't originally thinking about listing these, but I might make a section on these once all the "official" items are covered (which will probably take quite some time).

Slipperychicken
2013-11-12, 06:59 PM
At level 1-2, one might not be able to afford a composite bow (and consequently have garbage damage without strength, and the feats haven't kicked in yet), so one might use a sling/sling-staff as a stop-gap measure, as they have a decent range increment and add strength to damage. This helps more for a PF halfling with the "warslinger" racial trait, as they can reload slings as a free action, in case you already have Rapid Shot by then.

Mounts are useful for dramatically improving an archer's mobility(i.e. 5ft step -> 50ft movement on the horses' action) no feat investment required. Besides, your enemies can't necessarily tell whether your horse is a squishy 8gp donkey or a fully-advanced animal companion. Small archers benefit even more, as medium-sized mounts can fit indoors without penalty (a horse can fit in a regular square, but it takes half movement, which is still an improvement over 5ft stepping. It also takes tohit/AC penalties, but when was the last time you had your horse bite someone anyway?). Even as a medium creature, the mount will help in outdoors environments.

Ischtan
2013-11-14, 12:36 PM
Some more magic items/equipment to add:

Eyes of truth (MIC) 5500gp (Spot & True Seeing Effect
Celestial Armor (DMG) 22400gp (High Dex Bonus)
Mithralmist Shirt 21300gp (CArc)
Gloves of Fortunate Striking (MIC) 2000gp (Reroll Attack)
Buckler with Special abilities (like fortification, ...) in Offhand (and put spikes on it with special abilities like eager or warning)

DEMON
2013-11-15, 04:00 PM
You can't put spikes on a buckler, sadly, so that last part is a no go. But I will add the buckler itself and the other equipment you mentioned to the list. Thanks.