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    Orc in the Playground
     
    PaladinGuy

    Join Date
    Sep 2012
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    Default Re: Use More Homebrew! - McDT2's Miscellaneous "Masterpieces"

    Next, an attempt at bringing some diversity to the field of archery. They are designed with Pathfinder in mind, although they should work well in 3.5 as well.

    Spoiler: Trick Arrows
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    These arrows are specialty designs, often requiring a Craft (Fletching) check, and sometimes a Craft (Alchemy) check as well. Any arrows listed below can be made as a crossbow bolt (though not as part of a repeating crossbow clip) as well; if they are costed in a bundle (ex. "2 gp per 20") then double the price. If they are purchased individually, the price is the same.

    Spoiler
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    I note they require Craft checks, but I've yet to actually make any. For now, assume Fletching checks are DC 15, and Alchemy is the same as the alchemical item it is based off of.


    Ropecutter
    These arrows have an inverse head shaped like a bladed V, or occasionally a bladed crescent shape. These arrows deal slashing damage instead, and change the base crit chance of the bow to 19-20/x2, instead of 20/x3. These arrows, as the name suggests, are often used to sunder or damage objects at a distance, which their shape enables you to do.
    Cost 2 gp per 20 (1 sp each)
    Weight 3 lbs.

    Blunt
    These arrows have a blunted or rounded head. They deal bludgeoning damage, and can be used to deal nonlethal damage with no penalty. They reduce the base crit multiplier to x2, however.
    Cost 2 gp per 20 (1 sp each)
    Weight 3 lbs.

    Flight Arrows
    Constructed of a lightweight shaft and special fletching, these arrows have increased range (+10 feet to the range increment of shortbows, +20 to longbows, +40 to greatbows; these are applied before multipliers such as Far Shot and the distance enhancement). However, the smaller arrows deal damage as an arrow one size smaller (for Medium creatures, 1d4 for shortbows, 1d6 for longbows, and 2d4 for greatbows).
    Cost 2 gp per 20 (1 sp each)
    Weight 2 lbs.

    Spoiler
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    These arrows assume greatbows exist (and that the stats I use for them are the same as in the books; honestly not certain that is the case). Ignore that section if they do not.


    Thorn
    These arrows are covered with a number of small thorns that, while not as painful as a barbed arrow, cause painful bleeding. A struck creatures begins bleeding for 1 point of damage each turn. As normal for bleed damage, it can be stopped by a single point of magical healing or a DC 10 Heal check.
    Cost 2 gp per 20 (1 sp each)
    Weight 3 lbs.

    Pitch
    Rather than being specially crafted, these arrows are more typically quickly crafted on the field with standard arrows, pitch, and a length of cloth. A pitch arrows needs to be lit before use; this is a full-round action with a flint and steel, or a swift action with a tindertwig or a fire within 5 feet. You can light up to six arrows with the same action, which burn for 2 rounds before going out. A pitch arrow is awkwardly heavy and halves the range increment of the bow when used. However, they add 1 fire damage if they hit, and if they fail a DC 15 Reflex save, the target catches on fire (1d6 fire damage per round until extinguished).
    Cost 1.2 gp per 10 (12 cp each)
    Weight 3 lbs.
    Special Pitch arrows can be crafted quickly, with no skill at fletching, by converting regular arrows. If you have on hand a source of arrows (1 sp each), bits of cloth (1 cp per arrow), and a pot of heated pitch (1 gp buys enough pitch for 100 arrows; thus, 1 cp each. It takes roughly an hour to heat up the pitch), then you can create a pitch arrow with no Craft check as a full-round action that provokes opportunity attacks. Thus, an unskilled laborer can make 10 pitch arrows per minute, or 600 per hour.

    Shrieker
    These arrows have special grooves carved into the shaft, which cause them to emit a high pitched whine during flight which can be heard from up to 500 feet away (DC 5 Listen check).
    Cost 2 gp per 20 (1 sp each)
    Weight 3 lbs.

    Thunderbolt
    Instead of being made of metal, the head of this arrow is a small piece of carved thunderstone. When the arrow strike a hard surface it explodes, deafening all creatures within 5 feet (Fort 15 negates). If the attack misses, locate which square it lands in as though it were a splash weapon, except treat the range increment as being 1d3x5 feet for this purpose.
    Cost 20 gp each.
    Weight --

    Pheromone
    A pheromone arrowhead is coated with a potent smelling alchemical substance that reacts with liquids, such as blood or sweat, which coats any target struck by such an arrow. The scent lasts for 1 hour, or until washed off (takes 1 minute), and makes it much easier to track them by scent (-10 to DC). Furthermore, the scent makes the target smell like weak and injured prey, setting off most predators. Any creature with the scent ability gets a +2 untyped bonus on melee attack and damage rolls as long as the scent lasts.
    Cost 15 gp each
    Weight --

    Dye
    This arrow is topped with a small vial of colored dye. Dye arrows require a touch attack roll and deal no damage; however the target is marked with a powerful dye. The dye comes in 4 colors (red, blue, green, or black) and is difficult to wash off; it cannot be removed (except by magic) for 72 hours, and washes out naturally within two weeks.
    Cost 1 gp each.
    Weight --

    Spoiler
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    Pheremone and Dye arrows actually are alterations of arrows found on the Pathfinder SRD, by the same names IIRC.


    Smoke
    The shaft of this arrow is coated with the same substance that makes up a smokestick. When fired, the friction of the air ignites it. It leaves a trail of smoke showing the path of the arrow (provides no penalties, but may reveal your position), and when it reaches the target, it creates the effect of a smokestick. If the attack misses, locate which square it lands in as though it were a splash weapon, except treat the range increment as being 1d3x5 feet for this purpose.
    Cost 20 gp each.
    Weight --

    Noxious Smoke
    As a //smoke arrow//, except it replicates the effect of a noxious smokestick instead.
    Cost 40 gp each.
    Weight --

    Spoiler
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    Noxious smokesticks are located on p121 of the Eberron Campaign Setting.


    Tangleshot
    This arrow is topped with a small vial of the glue used in tanglefoot bags. Tangleshot arrows require a touch attack roll and deal no damage; instead they replicate the effects of a tanglefoot bag. However, the reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check).
    Cost 20 gp each.
    Weight --

    Spoiler: Final Thoughts
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    I feel trick arrows do a lot to give archers some level of utility, especially at lower levels. However, much like alchemy itself, I fear the alchemical arrows may be too expensive for what they do. Probably inevitable, since I based the price off of alchemical items. YMMV.
    Last edited by Mcdt2; 2015-01-29 at 02:51 PM.
    When in doubt, homebrew.
    If that doesn't work, use more homebrew.

    Need more homebrew? Check out my Extended Homebrewer's Signature!