| Post/Author/DateTime | Post |
|---|---|
| Elrana04-24-04, 07:33 AM | Arrow of the Weasel This shaft of this +2 arrow looks perfectly normal but it's head is made from a small sharp tooth. A successful knowledge (Nature) check (DC20) will reveal the tooth to be a weasel's canine. Upon successfully striking a creature an arrow of the weasel will inflict 1d3 +2 damage and remain lodged in the creature's flesh. The arrow will continue to deal 1d3 +2 damage every round that it is not removed. Removing the arrow is a standard action that does attract an AoO and unless accompanied by a heal check (DC15) deals a further 1d3 +2 damage. Faint transmutation; CL 5th; Craft Magic Arms and Armour, greater magic fang; Price 251gp; Cost 125gp and 5sp + 10 XP --------------------------------------------------------------------------------- I know that 1d3 +2 a round doesn't seem like much but by the time this item is realistically affordable in any number an archer should be able to put two arrows a round into an enemy, possibly three (rapid shot), thus causing him to spend two (or three) rounds removing them, and creating a cumulative effect of increasing repeat damage each round the same target is attacked. Obviously the target also loses their attack by having to remove the arrow and it would be very easy to rule that spell casters under the effect must role a concentration check (DC 10 + damage dealt) or fail to cast. -------------------------------------------------------------------------------- To increase the arrows enhancement bonus simply increase the caster level, 9 for +3, 13 for +4 and so on as per the spell. The price is based on +2 arrow x 1.5. For the increased caster levels just follow the same formula. It is possible that it should be slightly higher I suppose but I see little point in pricing it out of the market. |
| Thomar_of_Uointer04-24-04, 01:36 PM | Mmmm.... Does removing the arrow destroy it? If so, this is a good item for low-level PCs, since it's one-shot. Oh, it shouldn't work unless the target is affected by critical hits. |
| Elrana04-24-04, 02:15 PM | Yes, it is a one use item. (Unless you want to do the 50% thing with reusing ammo that missed. We don't bother in my group.) Why not It isn't a sneak attack or a vorpal attack or anything else location reliant. Stick a sword into a gelatinous cube and see what happens to the cube if it keeps moving with the sword stuck in it. (Try this at home kids! Stick a knife in a jelly, wobble it about and see it the jelly takes more damage! Blue Peter in da house!) I am willing to receive justified argument on this point and concede to any fair points made. |
| Thomar_of_Uointer04-24-04, 02:46 PM | Well, in this article: http://www.wizards.com/default.asp?x=dnd/sb/20030504a Wait..... I think they messed that up... :( It works on unliving creatures, even if they don't have blood... Darn, you've got a point. Okay, change it to only work on living creatures. |
| Elrana04-24-04, 03:00 PM | Not really necessary even to make that change. Until you reach +4 at a cost of 970.5gp per arrow ( :mymy: ) it won't affect most undead or constructs most of the time as the damage won't get past it's DR. Frankly, if I am spending close to 1000gp on an arrow I want the damn thing to work! |