| Post/Author/DateTime | Post |
|---|---|
| Talon Stormwarden04-24-06, 09:37 PM | I'm considering a Weapon of Legacy for a character in the game I run, and I don't see anything resembling an arrow generating bow. I wanted to get some opinions on where to place such an ability on the Legacy abilities menus, or perhaps what equivalent plus such an ability would be. |
| Lawrence04-24-06, 09:38 PM | well, there's a psionic power that creates arrows, otherwise a minor creation spell easily covers this. I would call it +1 at best for creating arrows on the fly. As far as magical arrows, however, that would be a different story or level. |
| ManinBlaq04-24-06, 10:08 PM | I found this sometime ago buried in the wizard's website: 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. It's basically the mechanic that you want, just apply the base 28,000 pricing to a bow - and allow the bow to be enhanced normally. Effectively you would be creating a bow somewhat similiar to the old AD&D toon. |
| Xeviat-DM04-25-06, 02:47 AM | I'm of the group that feels that specific quiver was priced way too high. Seriously, a bag of holding filled with as many capped quivers of arrows you'll ever need. Since the cost is almost negligable, I'd make it worth a +1 enhancement on a ranged weapon. It's almost similar to the teleporting weapon property in the XPH (it's returning, except it returns to you at the end of your round). |
| bondious04-25-06, 11:05 AM | I'm of the group that feels that specific quiver was priced way too high. Yeah, me too. And THAT is why I did a little tweeking with the prices, resulting in this: 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. Most Quivers of Anariel create either standard or masterworked arrows, though more powerful versions create magical arrows and arrows made of special materials, such as adamantine, cold iron, or alchemical silver. Any combination is possible, such as a quiver creating +2 Adamantine Arrows or +3 Silver Arrows. Also, an enhancement bonus may be substituted (during creation) for an equivalent weapon enhancement, though once chosen it cannot be changed. Example: a quiver that produces +2 Arrows would be the same cost as a quiver that produces +1 Flaming Arrows. Arrows created from the Quiver of Anariel may only have one special material addition. 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 2,000gp (standard arrows), 4,000gp (masterwork arrows), 6,000gp (+1 arrows), 24,000gp (+2 arrows), 54,000gp (+3 arrows), 96,000gp (+4 arrows), 150,000gp (+5 arrows); Add an additional +6,000gp (to masterwork or magical) for adamantine arrows, +1,000gp (to masterwork or magical) for cold iron arrows, or +200gp (any of the above) for alchemical silver arrows; weight 1 lb. I pretty much based the "magical arrow" prices off the Amulet of Mighty Fists, figuring that having unlimited arrows would be on par with an item that granted all of your natural attacks an enhancement bonus. Maybe that's wrong, I don't know, but I think the prices are just about right, and scalable for the power of the item. I'm not entirely SURE about the prices, though. Right now the "magical arrow" prices are based on a "bonus squared x 6,000", like the Amulet of Mighty Fists. I was THINKING of making it "bonus squared x 5,000", instead. It's a "work in progress". |
| Beamup04-25-06, 11:22 AM | No way it's even worth a +1. A quiver of 20 mundane arrows costs 1 gold and weighs 3 pounds. The worst rate of exchange on a bag of holding is 10 gold per pound, so effectively that quiver costs 31 gold to purchase and store. Now, what's the most arrows you might ever want to shoot during an adventure? 200 seems very generous. That would be 310 gold to stock those in a BoH - and then you could give them to other people if you wanted, which you can't if it's a weapon enhancement. You could also use the room in the BoH for other things - which you can't if it's a weapon enhancement. OK, it keeps you from having to dig into the Bag if you fire a huge pile of arrows in one encounter. But in any encounter that long, it won't really matter if you have to take a round to restock your ammo. Personally, assuming a moderate-level campaign so extradimensional storage was already in play, I'd price it at 250, and would never even consider using it if it cost even as much as 500. |
| Father Dale04-25-06, 07:00 PM | With a bag of holding it would take a move action to retrieve an arrow, provoking an AoO. With a handy haversack it would still take a move action, but wouldn't provoke the AoO. You might have issues too with the arrows poking through the bags. |
| DaMullet04-25-06, 08:08 PM | As has been said, Capped Quivers, retrieved/refilled at the end of combat. Eventually, you might run down, but that's assuming the encounter is VERY long. And consists entirely of ranged weapons. |
| mvincent04-25-06, 08:23 PM | I found this sometime ago buried in the wizard's websiteHere (http://www.wizards.com/default.asp?x=books/fr/lonedrowstats) |
| ManinBlaq04-26-06, 01:17 AM | Thanks MVincent .. I agree that the quiver is pretty expensive .. especially when considering that for the cost, an archer could buy themselves a +8 bow ... The different materials is the most worthwhile aspect of the quiver - it seems to indicate that a quiver only produces one material type, but according to the pricing it seems reasonable that you could by all of them and simply select which type you want when drawing. For 30K .. it may be somewhat overpriced .. but still uselful enough to be fair. |
| Platonix04-27-06, 11:46 AM | If you don't mind borrowing someone else's homebrew stuff, I made a weapon special ability for bows and whatnot that makes them create ammunition made of force. Doesn't change the amount of damage, but since it's force it's great for use against incorporeal or even ethereal foes. It's costly, though...a +4 bonus just because of that usefulness vs. ethereal. Considering how often I bring up this thing, I really ought to link it in my sig... |
| Xeviat-DM05-02-06, 01:14 AM | If you don't mind borrowing someone else's homebrew stuff, I made a weapon special ability for bows and whatnot that makes them create ammunition made of force. Doesn't change the amount of damage, but since it's force it's great for use against incorporeal or even ethereal foes. It's costly, though...a +4 bonus just because of that usefulness vs. ethereal. Considering how often I bring up this thing, I really ought to link it in my sig... That's not a +4 ability. Ghost touch is a +1 ability and it allows you to hit ethereals without penalty. Changing your damage to Force would allow you to get past any DR, as it is now spell damage, but I'd only price that as a +2 enhancement. |
| meatrace05-02-06, 04:11 AM | honestly? nothing. it's so menial I don't even worry about it in my game. it's like material components. imagine, worst case scenario, a character is in 4 battles a day each lasting a grueling 10 rounds. each round he gets a full attack shooting 4 arrows (when hasted). that's 40 arrows a battle, or 2gp. assuming every attack hit, or at least that none that missed could be retrieved, that's 8gp a day given WORST CASE SCENARIO. realistically more like 2. that's friggin' tiddly winks. assuming they're not magically enchanted arrows or made out of some amazing special material I wouldn't worry about it in the first place. |
| tarkin05-02-06, 11:01 AM | That's not a +4 ability. Ghost touch is a +1 ability and it allows you to hit ethereals without penalty. Changing your damage to Force would allow you to get past any DR, as it is now spell damage, but I'd only price that as a +2 enhancement. You missed the fact that it CREATES the arrows. Ghost Touched is +1. Force would be +2, but creating unlimitted arrows? That would be at least +3 , and +4 is totally reasonable. Meatrace, you are missing certain things. #1, you are assuming people do not abuse it, like say by using the arrows to build a boat, or supplying an entire army. #2, you are pricing something solely on damage capacity and gold cost, not taking into consideration conveinance. #3, you are not considering how valuable it is if the DM decides to acually FOLLOW the rules and force you to track the arrows. Torches are cheap, but that does not make unlimited light free. The unlimited arrow idea is VERY conveinent, and should therefore be expensive. Yes, arrows are cheap. But over the long term, they add up. I could see not using the extremely high base price for the non-masterwork version of the quiver of Anariel, but I can't see charging less than 1,000 gp for unlimited arrows. Even then I would put in limits of the arrows vanishing after one round and can only be withdrawn by the wearer of the quiver. |
| bondious05-02-06, 11:42 AM | Yes, arrows are cheap. But over the long term, they add up. I could see not using the extremely high base price for the non-masterwork version of the quiver of Anariel, but I can't see charging less than 1,000 gp for unlimited arrows. Even then I would put in limits of the arrows vanishing after one round and can only be withdrawn by the wearer of the quiver. Hell, my version that I posted a while back is 2,000gp, and with that same restriction. Another thing to think about is if your DM's gonna do something crazy and NOT let your party get to town or anywhere that you are going to be able to buy equipment from for several levels. I've done that, where the party I was DM'ing for spend levels 3 through 8 basically underground and "living" off the treasure I provided them. They didn't have any idea that they were going to be down there for that long, and didn't "stock up" on stuff like arrows, potions, etc. When they came OUT they were rich, and eventually found a town, but that's besides the point. The point is that an item like this is one of those "utility" type of items. There might be more cost effective ways of simulating this, but it doesn't have the same "feel". Sure, you could buy 100 quivers of arrows for like, what, 100gp and a bag of holding, but would a normal town even HAVE that many arrows just lying around? SOMEBODY'S gotta make those, and even if you got every fletcher and fletcher's apprentice in town to stop what they're doing to make you 2,000+ arrows, that's STILL gonna take some time to do...right? And I'll even bet ya that they'd be happy to fill such a big order, and you'd be seen as a cool guy for "spreading the wealth" in a town like that, but realisically would your character have the time (or desire) to wait around? I'd say that MOST adventurers want to be out and about, earning treasure and XP and fame. Anyhow, I don't know. I think it's a cool thing, and definitely fitting a fantasy-type archer character. [EDIT: I was looking at the cost of a Type I Bag of Holding. It costs 2,500gp and can hold up to 250 lbs of stuff. A quiver of 20 arrows costs 1gp and weighs 3 lbs. That's means you can store a maximum total of 83 quivers (1,660 arrows) for 2,583gp. My version of a Quiver of Anariel produces unlimited mundane arrows and costs 2,000gp (AND, if you go with Tarkin's version, that's only 1,000gp...A STEAL). Also, that bag of holding will weigh 15 lbs, while the Quiver weighs 1 lb. For SOME characters, that 14 lb difference might be significant.] |
| snowstrider05-02-06, 12:22 PM | there is a warforged component that creates a certain number of arrows per day. Maybe you can use that as the basis for an arrow generating bow. |
| meatrace05-02-06, 02:22 PM | Meatrace, you are missing certain things. #1, you are assuming people do not abuse it, like say by using the arrows to build a boat, or supplying an entire army. #2, you are pricing something solely on damage capacity and gold cost, not taking into consideration conveinance. #3, you are not considering how valuable it is if the DM decides to acually FOLLOW the rules and force you to track the arrows. Torches are cheap, but that does not make unlimited light free. The unlimited arrow idea is VERY conveinent, and should therefore be expensive. Yes, arrows are cheap. But over the long term, they add up. I could see not using the extremely high base price for the non-masterwork version of the quiver of Anariel, but I can't see charging less than 1,000 gp for unlimited arrows. Even then I would put in limits of the arrows vanishing after one round and can only be withdrawn by the wearer of the quiver. well let's see here. you're assuming the PCs ARE going to abuse it ad infinitum. I guess I give people the benefit of the doubt. it's the DM's world, you're just playing in it. if you start handing out arrows all the DM has to do is say "no". convenience conshmenience!!!! what's so convenient about it? do you use 20k arrows in a single day? methinks not. if it's months and months between your party's trip to any sort of town or village, or even a forest and have one rank in bowyer fletcher, then yeah it's a moderate convenience. but where a melee character never "runs out" of times they can hit with their sword, and spellcasters recharge every day, how is it fair to charge 1000gp for some sticks? torches are cheap...but no one in any party i've ever been in has ever used a single one. honestly. not one. know why? someone just bought an everburning torch at level 1. that's like 110gp. and there's spellcasters who know the light cantrip. 1gp is SUCH a paltry sum above 1st level that it is NOT WORTH WORRYING ABOUT. how is it useful for the DM, who has ten thousand other things to keep track of, to keep track of the precise number of ammunition that each PC has? so ok, you're saying convenience is worth a thousand gold. well an everburning torch is 110gp where a regular torch is 1cp. ignore the mitigating factor that you have to actually light the torch, and what you have is something 1100 times the price. well if 20 arrows is 1gp, then one is half a copper piece. 1100 times that is 55gp. there's your price for convenience. 55gp, not 1000!!!!! |
| Pegasos98905-02-06, 02:43 PM | I would price it as something as powerful as +1 for returning or so. With one rank in craft (bowmaking) and taking 10s, you can repair (change the shafts) for all your broken arrows every evening, so it really is quite worthelss ability unless you can't, for some reason, collect your arrows after fights. However as those come up once in a while, I would price this as +1. |
| Elthbert05-02-06, 03:18 PM | honestly? nothing. it's so menial I don't even worry about it in my game. it's like material components. imagine, worst case scenario, a character is in 4 battles a day each lasting a grueling 10 rounds. each round he gets a full attack shooting 4 arrows (when hasted). that's 40 arrows a battle, or 2gp. assuming every attack hit, or at least that none that missed could be retrieved, that's 8gp a day given WORST CASE SCENARIO. realistically more like 2. that's friggin' tiddly winks. assuming they're not magically enchanted arrows or made out of some amazing special material I wouldn't worry about it in the first place. Because everyone carries around 160 arrows in their back pocket right? The advantage of this type of weapon is that it frees one of the need to ever worry about ammo. This is particulary important when worrying about space being used for carrying around hundreds of arrows that is it's value, not that it saves one so much money. Furthermore, over time this will infact save a tremendous amount of money--- as a magical bow I would expect that the thing woould be passed down from generation to generation and none of those people will ever need arrows that is a major deal. |
| wonlee7605-02-06, 03:30 PM | As a DM, I tend to have the PC's keep track of ammunition. You'd be surprised by how often they run out of ammo in an adventure even if they have 40 bolts/arrows. I know they could just buy a Bag of Holding and dump their quivers/bolt cases in there for ammunition but they tend to spend their money on other stuff (Armor, weapon enhancements, rings, amulets, etc.). Plus, when PCs buy bag of holding, they tend to keep "important" stuff in there like heavy coins they find on an adventure or magical armor that would normally encumber the group to carry around. With limited resources, PCs sometimes have to be economical at those low to mid-levels. Based on the convenience factor, the quiver price on the WOTC website works out okay in my campaigns. Especially the price for +5 arrows. PCs then have the option of making +1 bows with an obscene amount of weapon enhancements while using the unlimited quiver to have +5 hit and damage arrows. :P Combine the 2, basically a +14 equivalent weapon. |
| Elthbert05-02-06, 03:36 PM | well let's see here. you're assuming the PCs ARE going to abuse it ad infinitum. I guess I give people the benefit of the doubt. it's the DM's world, you're just playing in it. if you start handing out arrows all the DM has to do is say "no". convenience conshmenience!!!! what's so convenient about it? do you use 20k arrows in a single day? methinks not. if it's months and months between your party's trip to any sort of town or village, or even a forest and have one rank in bowyer fletcher, then yeah it's a moderate convenience. but where a melee character never "runs out" of times they can hit with their sword, and spellcasters recharge every day, how is it fair to charge 1000gp for some sticks? torches are cheap...but no one in any party i've ever been in has ever used a single one. honestly. not one. know why? someone just bought an everburning torch at level 1. that's like 110gp. and there's spellcasters who know the light cantrip. 1gp is SUCH a paltry sum above 1st level that it is NOT WORTH WORRYING ABOUT. how is it useful for the DM, who has ten thousand other things to keep track of, to keep track of the precise number of ammunition that each PC has? so ok, you're saying convenience is worth a thousand gold. well an everburning torch is 110gp where a regular torch is 1cp. ignore the mitigating factor that you have to actually light the torch, and what you have is something 1100 times the price. well if 20 arrows is 1gp, then one is half a copper piece. 1100 times that is 55gp. there's your price for convenience. 55gp, not 1000!!!!! Well Call me crazy but I do make my players keep track of little things like what they are carrying-- and many adventures involve weeks or months of travel. About 5 years ago I had a caster want to make on of these as a crossbow foras a gift for the party rogue, and it was pricy, now I did rule that this made it essentially a repeating crossbow and therefore reduced the time to load by one step to move equivelent for a heavy and a free action for a light but that was not expected by the caster and was just me being a nice guy since the cost was well over 20,000 for the item( I honestly can't remember how much exactly) which as a +2 crossbow is pretty steep. Also it made since to me that one was eleminating a big portion of the loading process. No one ever complained about the price. You might try and reduce this for a bow somehow because it would be less useful--- arrows are easier to comeby than bolts and there would be no loading advantage--- on the other hand bows already have a lot of addvantages so why give them anymore. |
| Kyuketsukiouji05-02-06, 03:51 PM | 40 arrows? A good archer/light crossbowman can fire off between 3 and 6 arrows/bolts per round. At that rate, we're talking about 40 arrows lasting 6-13 combat rounds tops. That's one full quiver for every 2-3 encounters. Yeah, unlimited arrows is pretty darn useful. At high levels, you're going through ammunition like water. |
| meatrace05-02-06, 03:55 PM | Well Call me crazy but I do make my players keep track of little things like what they are carrying-- and many adventures involve weeks or months of travel. I do too, within reason. in a standard D&D game the players will have at least one bag of holding or hewards by 5th level or so, for party use. even on long travels you're not going to need 20,000 arrows in a day. in a particularly busy day you may have to bust out a second bundle of arrows. a ranger/archer with a single rank in bowyer/fletcher can easily repair whatever ones don't break, and the longest you're going to go without seeing any sort of civilization isn't going to be more than a few weeks. mages have a little pouch that, as long as they're wearing it, its assumed they have every single material component without a listed price. is it fair to make a wizard say, before heading out on a 3-week trek "i am going to need a full pound of gum arabic and several hundred live spiders, just in case" no that's absurd, hence the material component pouch was created. unless you make wizards keep track of insignificant material components, it's unfair to make an archer keep track of arrows. |
| meatrace05-02-06, 04:02 PM | 40 arrows? A good archer/light crossbowman can fire off between 3 and 6 arrows/bolts per round. At that rate, we're talking about 40 arrows lasting 6-13 combat rounds tops. That's one full quiver for every 2-3 encounters. Yeah, unlimited arrows is pretty darn useful. At high levels, you're going through ammunition like water. i've hardly seen a combat that lasts more than 10 rounds. usually the first round everyone pulls out weapons. often an archer has to keep on his toes and move around to get a clear shot (meaning no full attacks). and i dunno about you, but I never hit 100% of the time, the ones that don't hit are 50% retrievable and reusable, the others fixable. |
| Magitek05-02-06, 04:04 PM | The magic missle spell works well. Every time the string is pulled back, a force arrow is created. When the arrow strikes something, it does it's normal arrow damage then disappears. The cost would be 2000 gp + the price of the bow or crossbow. It is slightly more powerful than the spell for a longbow. |
| Elthbert05-02-06, 04:10 PM | I do too, within reason. in a standard D&D game the players will have at least one bag of holding or hewards by 5th level or so, for party use. even on long travels you're not going to need 20,000 arrows in a day. in a particularly busy day you may have to bust out a second bundle of arrows. a ranger/archer with a single rank in bowyer/fletcher can easily repair whatever ones don't break, and the longest you're going to go without seeing any sort of civilization isn't going to be more than a few weeks. mages have a little pouch that, as long as they're wearing it, its assumed they have every single material component without a listed price. is it fair to make a wizard say, before heading out on a 3-week trek "i am going to need a full pound of gum arabic and several hundred live spiders, just in case" no that's absurd, hence the material component pouch was created. unless you make wizards keep track of insignificant material components, it's unfair to make an archer keep track of arrows. I couldn't disagree more-- an arrow is nothing like a material componant. 1. Arrows cost money-- they have alisted price. 2 Arrows take a tremendous amount of work and time to make, a cricket leg requires one to kill a cricket etc. 3. Arrows require a great deal of space. 4. arrows can poke a nice neat whole in you your bag of holding 5. Arrows are the actual damaging portion of a bow weapon system. It is more like comparing it to a wizards spell book than his componants. |
| A_monk_0005-02-06, 04:31 PM | show me the 1st level character that can fire 6 arrows a round. please. i'm dying to see this character. oh, there isn't one? then shut up. you're talking about high level games, and at that point if you don't have a hewards that can hold a couple hundred arrows (i.e. 10 measly gold pieces worth) then you deserve to be tormented in the pits of hell for being completely inept. Wow. Calm down for a moment. Take a step back and re-read what you just said. It's quite silly and totally uncalled for. Anyway, I don't believe anyone mentioned first level characters specifically either. The only time where the ratio of arrow aquisition to arrow firing rate only really comes up is mid to high levels. And personally, my characters usually don't feel like mucking about for every single arrow fired in a combat. Especially if they have the resources to invest in a magical quiver that makes disappearing arrows (good for the Ranger environmentalist in all of us!). |
| Kyuketsukiouji05-02-06, 05:11 PM | show me the 1st level character that can fire 6 arrows a round. please. i'm dying to see this character. What part of "good archer" did you take to mean "1st level". Since when is a 1st level character "good" at anything? Level 1 is "beginner", not "good". In any case, a 1st level human Fighter can put up 2 arrows a round. At 5th level, he can go up to 4 arrows up, if he has a way of getting Haste, which is Wizard friend can now cast. At level 20, it's 6 arrows (and there might be sneaky ways of getting higher). oh, there isn't one? then shut up. Ignored for condescention. you're talking about high level games, and at that point if you don't have a hewards that can hold a couple hundred arrows (i.e. 10 measly gold pieces worth) then you deserve to be tormented in the pits of hell for being completely inept. 5th level is "high-level games"? Not to mention, you can't store arrows in a Handy Haversack. You could store entire quivers, yes, but then again, you're wasting time recoveing the quiver, putting it somewhere accessible, and then opening it up to get the arrows. i've hardly seen a combat that lasts more than 10 rounds. And that's why I said you can expend a quiver of arrows in 2-3 encounters. If my level 20 fighter puts out 6 arrows a round, I need 7 rounds of combat to use up a quiver. Assuming the fights last 3-4 rounds, that's 2 encounters. usually the first round everyone pulls out weapons. Most of my fights begin with weapons readied, or taking their free actions to draw. often an archer has to keep on his toes and move around to get a clear shot (meaning no full attacks). and i dunno about you, but I never hit 100% of the time, the ones that don't hit are 50% retrievable and reusable, the others fixable. Unless your arrows are magical, at which point they can't be fixed. And if you're an archer with nonmagical (or heck, even non-masterwork) arrows, you're what, level 1, 2? |
| Part-Human205-03-06, 07:46 AM | Dragon Magazine had this Rainbow Spell, Clr 6, 1 hr/level that created a +1 bow with a quiver of (unlimited) +1 colored arrows. Each arrow color had a different Bane property and a different "overcoming damage reduction" type. For example, Violet is +1 dragon bane cold-iron arrows. So that spell, twice per day at 12th level CL is 24 hrs. What's that in a magic item cost? |
| risner05-03-06, 11:34 AM | Dragon Magazine had this Rainbow Spell, Clr 6, 1 hr/level that created a +1 bow with a quiver of (unlimited) +1 colored arrows. Each arrow color had a different Bane property and a different "overcoming damage reduction" type. For example, Violet is +1 dragon bane cold-iron arrows. So that spell, twice per day at 12th level CL is 24 hrs. What's that in a magic item cost? I assume you are going for the last resort calculation? Extended Level 6 spell = level 7. Caster Level 13 minimum based on level 7 spell. Command Word activated 1/day lasts 24 hours (actually 26 hours, but drop to 24): 2000*7*13/(5/1) = 36,400 Continuous item: 2000*7*13 * 1/2 (duration 24 hours+) = 91,000 1/day doesn't make sense on a 24 hour spell, so it may be better to price it between 36,400 and 91,000? Say 50,000 or 75,000 and require activation to make the bow/quiver appear. |
| Michale05-03-06, 04:54 PM | I'm pretty sure Andy Collins had a Quiver of Endless Arrows on his site for 900gp. Of course those were just normal arrows, but it is another place to start. Why don't you take the average of the prices listed for all the Quivers and use that? It might just work. |
| Xeviat-DM05-10-06, 10:33 PM | I'm pretty sure Andy Collins had a Quiver of Endless Arrows on his site for 900gp. Of course those were just normal arrows, but it is another place to start. Why don't you take the average of the prices listed for all the Quivers and use that? It might just work. BoVD had one: "Quiver of Lies". It was a bracelet (I'm not sure if it takes up your wrist slot) that made an arrow if you spoke a lie as the command word. The arrow lasted for 10 rounds. But this cost a wopping 12,000 gp, and there was no way to enhance it. I think the 1,000 gp range is probably the most reasonable. I'd go as high as 2,000 gp for an item that didn't take up a weapon slot. |
| Aidan Milvus05-10-06, 10:51 PM | There's a quiver in a Dragon Mag, that provides unlimited masterword, silvered, cold iron arrows, and 5 times per day can make an adamantine arrow It's issue 328 Feb 2005. Its called a quiver of pleanty. 18000 gp |
| MaverickWolf05-11-06, 11:52 AM | You could also take a peek at the one in my sig. |
| xrp3_robot05-11-06, 09:27 PM | I have an idea for a weapon or ammo special ability that is related to this thread. In the book Heroes of Battle a squad (10 soldiers) of archers can rain volleys of arrows down onto enemy soldiers. Well I wanted to make a special ability that can give one archer the ability to make volleys by himself. I was thinking that the fired arrow will split apart mid-flight then it would rain down onto the enemy. After arrows hit and do there damage, all but one will fade away. This would allow the archer to use his ranged attack bonus with all of his bonuses from feats, masterwork items and other items. For those that don't have the book, normaly the commander, of the squad firing the volley of arrows, makes the attack roll using only his base attack bonus, intelligence modifier, and range increment penalty. I was also thinking that there would be afew levels of this ability. The lowest level would allow one archer act as ten archers, the next level would allow one archer act as twenty archers and so on. |
| FenrysStar05-11-06, 10:58 PM | Hmmm, all of a sudden I'm thinking of the bow that Hank the Ranger was given in the old D&D cartoon series. Now that's kind of bow I would want to have. |
| Kessalin Talira05-12-06, 01:16 AM | Bow of the Relentless Archer: This +1 bow, when drawn, creates an arrow of force, nocked on the string and ready to fire. It strikes in all ways as a normal arrow, dealing piercing damage appropriate for the size of the bow. Because the arrow is made of force, it strikes incorporeal creatures normally rather than having a 50% miss chance. The damage dealt by arrows created by this bow is magical piercing damage dealt by a force effect. It is not blocked by a shield spell or any other effect that blocks magic missile spells. Instead, against any target with immunity to force damage or magic missiles, the target imposes a 50% miss chance on every shot by an arrow created by this bow. Wielders of the bow of the relentless archer with the manyshot or greater manyshot feats can use additional arrows to perform the manyshot, and can designate any of the arrows, including the force arrow, as the primary arrow for purposes of precision damage. The force arrow counts as one of the arrows of the wielder's manyshot; it is not created in addition to the normal manyshot. Faint Evocation; CL 5; Craft Magic Arms and Armor, Craft Wondrous Item, magic missile; Price 8,000 gp plus masterwork bow price (regular or composite) |
| xrp3_robot05-12-06, 01:38 PM | Kessalin Talira, I have to say that you made a nice bow. One thing though, if the bow can make arrows, why would the archer have to supply his own arrows to use his manyshot or greater manyshot feats? |