Ammunition + Special Materials [Archive] - Wizards Community

Post/Author/DateTimePost
fuzzypants

06-09-06, 01:49 PM
How does the cost for this work? For example, for something made of cold iron, it costs twice as much. Does that mean a quiver of arrows, which normally costs 1gp, now costs 2gp? Or is it per arrow? (In which case, how much does one arrow cost?)

If you can point me to a specific book and page, I'd appreciate it.

Thanks!
tarkin

06-09-06, 02:28 PM
Some of them have specific costs. If they don't, then you could apply the 1/50 rule used for magic powers.

Adamantine:

Ammunition explictedly says 60 gp/ammo (arrow/shuriken/sling bullet, etc.)

Cold Iron: says twice as much, so it is twice as much. If you buy arrows by a quiver, it is now 2 gp instead of 1 gp. If you find someone selling a single arrow, whatever that price is, double it if he offers Cold Iron.


Alchemical silver says specifically +2 gp/ammo.
fuzzypants

06-09-06, 02:39 PM
Some of them have specific costs. If they don't, then you could apply the 1/50 rule used for magic powers.

What's the 1/50 rule?

Alchemical silver says specifically +2 gp/ammo.

Meaning each arrow is X cost +2gp?
Jaeron Dalur

06-09-06, 02:59 PM
If you assume the quiver is free, then an arrow costs 5 cp.
Dalthbar

06-09-06, 03:01 PM
What's the 1/50 rule?

When you make magical ammo, you use the same pricing as for regular weapons, except you make 50 of each of that type of ammon instead of "just one".

E.g., a +1 sword is the same as 50 +1 arrows.

Similarly, a +4 giant bane warhammer is the same price as 50 +4 giant bane shuriken.
fuzzypants

06-09-06, 03:06 PM
When you make magical ammo, you use the same pricing as for regular weapons, except you make 50 of each of that type of ammon instead of "just one".

E.g., a +1 sword is the same as 50 +1 arrows.

Similarly, a +4 giant bane warhammer is the same price as 50 +4 giant bane shuriken.

Gotcha.

So, for alchemical silver arrows, it would be 2gp 5cp per arrow? Or just 3gp for a quiver of arrows? Or is this something I should be asking my DM?
fuzzypants

06-09-06, 06:02 PM
:bump:
mvincent

06-09-06, 06:09 PM
So, for alchemical silver arrows, it would be 2gp 5cp per arrow?Correct (most people just round down to 2 gp)
Rolof

06-09-06, 09:06 PM
Just to clarify, since the OP is probably low level and won't
be able to afford 50 magic arrows at a time, single magical
arrows (standard +1) are 47 gp (table 7-9, 2,000 gp, plus
table 7-13, 350 gp divided by 50). Likewise, magic arrows
with an added special property are 167 gp each. Took me a
while to figure that out myself, figured I'd help save you a
headache. 167 gp bane arrows are sometimes well worth it.

It gets more expensive quickly though, holy arrows (total of
+3 bonus on chart) are 367 gp apiece. I think they should
have put that sort of information in there in the first place,
knowing low level characters would probably need it or like
to know. Sure woulda saved me some headache, though I
eventually figured it out.
Mentalmegabody

06-10-06, 03:21 AM
I found that the best way to save money and make your arrows magical is via the Quiver of Anariel:

Quiver of Anariel:Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.

From: http://www.wizards.com/default.asp?x=books/fr/lonedrowstats

okay, at start it's pretty damn expensive, but thinking in the long run it saves a lot of money and comes in handy if you run out of arrows in a long dungeon. :cool:
Dalthbar

06-10-06, 12:32 PM
I found that the best way to save money and make your arrows magical is via the Quiver of Anariel:

I don't know. Since a bow confers the bonus to the arrows, why not just get a bow of +whatever and then get a nice assortment of arrows that have magical effects. That way you don't have to worry about having +4 arrows ifyou have a +4 bow.

I'd rather spend my money on +1 flaming, +1 <type> bane, +1 blahblahblah arrows instead.

That way you always have a right arrow for a situation and don't have to pay out the nose for them.
magnuskn

06-22-06, 05:23 AM
I found that the best way to save money and make your arrows magical is via the Quiver of Anariel:

Quiver of Anariel:Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.

From: http://www.wizards.com/default.asp?x=books/fr/lonedrowstats

okay, at start it's pretty damn expensive, but thinking in the long run it saves a lot of money and comes in handy if you run out of arrows in a long dungeon. :cool:

Damn, thank you!! I´ve been looking up and down for that damn type of quiver in all my splatbooks, and it was in a web-enhancement for a novel. D'oh.
magnuskn

06-22-06, 05:30 AM
I don't know. Since a bow confers the bonus to the arrows, why not just get a bow of +whatever and then get a nice assortment of arrows that have magical effects. That way you don't have to worry about having +4 arrows ifyou have a +4 bow.

I'd rather spend my money on +1 flaming, +1 <type> bane, +1 blahblahblah arrows instead.

That way you always have a right arrow for a situation and don't have to pay out the nose for them.

Actually, you got twisted around the wrong way. It is *much much* better to have a bow with +9 special enhancements and a quiver of Anariel +5, than the other way round... well, special material arrows could be a problem, but that is why the Arcane Archer does rock.
Leilond

06-22-06, 05:32 AM
I don't know. Since a bow confers the bonus to the arrows, why not just get a bow of +whatever and then get a nice assortment of arrows that have magical effects. That way you don't have to worry about having +4 arrows ifyou have a +4 bow.

I'd rather spend my money on +1 flaming, +1 <type> bane, +1 blahblahblah arrows instead.

That way you always have a right arrow for a situation and don't have to pay out the nose for them.
Because there is nothing easier to sunder than a bow ;)
Usually the warrior aim immediatly at the bow of the archer sundering it when they can approach. You stop to fire arrows until you buy a new bow, but you saved a lot of money
tarkin

06-22-06, 10:57 AM
Make the bow out of that metal that heals itself if sundered.