Ranger archetype
Toxophilite
Source: Ranged Tactics Toolbox, p. 12
While many rangers use bows and arrows, the toxophilite takes special pride in her skill at archery. The toxophilite emulates the sharpshooting rangers oflegend, who could pin a fly to the wall with a single shot or split one arrow with another. A truly talented toxophilite can even shoot down an enemy's arrow while it's still in flight.
Combat Style Feat (Ex) level 2
At 2nd level, a toxophilite must select one of two ranged combat styles to pursue: archery or crossbowAPG_
Intercept Arrow (Ex) level 3
Replaces Endurance.
At 3rd level, a toxophilite can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the toxophilite makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent's roll, the opponent's initial attack automatically misses. For each size category the attacking creature is larger than the toxophilite, the toxophilite takes a -4 penalty on her attack roll. The toxophilite must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can't be deflected. This ability replaces endurance.
Improved Intercept (Ex) level 11
Replaces Quarry.
At 11th level, when the toxophilite takes a full-attack action with a ranged weapon, she can choose to forgo one of her attacks. If she does so, she can use her intercept arrow ability as an immediate action instead of a readied action at any time before her next turn. Her attack roll to intercept uses the same bonuses as the attack she chose to forgo during her previous action. This ability replaces quarry.
Greater Intercept (Ex): At i9th level, whenever a toxophilite successfully deflects an attack with her intercept arrow ability, she target within 30 feet, using the intercepted attack's attack roll against the new target's AC. This ability replaces improved quarry.
!m"i:$ =Fb Numcrnu< mct'm'gic fe>t< at range, spellcasters face an entirely different set of bolster a spellcaster's ability to fight from afar, including challenges when fighting from a distance. Thankfully, Reach Spell, which can make even touch spells viable magic users also boast an impressive array of ranged combat options to close the gap and win the day.
General Tactics Many spellcasters specialize in engaging foes from afar, both to avoid melee combat drawbacks (like attacks of opportunity and the challenge of using magic while grappled), and to fully exploit tactics that only spells and magical powers can create.
Exploit Proxies: Familiars, summoned monsters, eidolons, and animal companions can allow a character to engage enemies while maintaining a significant distance between herself and her foes. Even touch spells can be viable ranged combat options if a spellcaster can use another creature or a spectral hand spell to deliver it.
Fight from Extreme Range: Many spells, such as demand, dream, n(ghtmare, phantasmal reven,gf'PG, and sendin,g, can be used at extremely long range. Although such spells are rarely enough to defeat foes, they can allow a clever spellcaster to prepare for or initiate a fight while minimizing risk.
Pack Wands and Staves: While many spellcasters are proficient with only simple ranged weapons like crossbows, most can also use wands and staves loaded with ranged spells and effects. A spare wand of ma,gic missile or staff of fire can help spellcasters inflict damage from a distance while reserving their most powerful magic for enemies who stray within range.
Use Unavoidable Effects: One of spellcasting's greatest advantages is its access to abilities that always work or are extremely hard to avoid. Ma,gic missile is perhaps the best known of these spells, but many area spells and spells with partial effects such as black tentacles, entan,gle, and silence are similarly difficult to resist.
Specific Tactics Spellcasters who fight at range often favor tactics that complement their natural strengths and preferred methods.
Learn Stone Call: This 2nd-level spell (Pathfinder RPG Advanced Player's Guide 247) deals damage across a large area with no saving throw or attack roll required, can hit numerous evasive-and even flying-opponents from more than ioo feet away, and creates difficult terrain that can slow approaching enemies.
Scry and Teleport: The combination of divination (scrying) and conjuration (teleportation) spells can make for a potent offensive option. Scrying can provide vital information about a foe's vulnerabilities and defenses before the spellcaster teleports in to strike at the most opportune moment-provided she carries off her plan before the scrying sensor is noticed.
ranged options; Enlarge Spell, which is useful for augmenting long-range spells and many spells that have a nonstandard range type; and Selective Spell, which can protect allies from area effects such as fireball.
Feats The following new feats are available to all characters and can bolster spellcasters' ranged capabilities.
Channel Ray You can focus your channeled energy on a single target.
Prerequisite: Channel energy class feature. Benefit: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.
Distant Spell Link You can share spells and grant touch spells to your companion creature over a great distance.
Prerequisites: Enlarge Spell or Reach Spell; animal companion, eidolon, familiar, or other allied creature with the share spells ability (Pathfinder RPG Core Rulebook 52).
Benefit: The range of your allied creature's share spells ability increases to close (25 feet + 5 feet for every 2 levels) as long as you have line of effect to the creature when you cast the shared spell. If your allied creature has the deliver touch spells ability, you can designate your allied creature as the spell's source when you cast a touch spell as long as you are within close range of it. The creature must still deliver the touch spell at its touch range.
Normal: You must be adjacent to your familiar to share spells with it or designate touch spells for it to deliver.
Proxy Summoning Creatures you summon can act as proxies to deliver your spells to foes.
Prerequisites: Ability to cast conjuration (summoning) spells or a conjuration (summoning) spell-like ability, caster level 5th.
Benefit: Whenever you cast a touch spell while adjacent to a creature you summoned (including an eidolon), you can have the summoned creature carry the spell's charge. Once the spell is cast, you and any creature you summon gain the share spells ability (Core Rulebook 52). This feat doesn't qualify you for feats or other rules options that require you to have an animal companion, familiar, or similar allied creature with the share spells ability.
Seeking Spell (Metamagic) You can cast spells that bend around barriers to reach their intended destination.
Benefit: A seeking spell's range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the spell fails if it would have to travel farther than its maximum range to reach the identified target. A ranged attack roll made to deliver a seeking spell is not subject to cover or concealment. In order to benefit from this feat, the selected spell must have a range greater than touch and target one or more creatures, or it must require the caster to make a ranged touch attack. A seeking spell uses up a spell slot 2 levels higher than the spell's actual level.
Magus Arcana The following new magus arcana are best suited to magi interested in ranged combat, such as myrmidarchs (Pathfinder RPG Ultimate Combat 56).
Arrow-Splitter (Ex)
Replaces Wild Empathy.
A toxophilite gains a +i bonus on ranged attack rolls against creatures or objects two or more size categories smaller than her. The toxophilite's ranged attacks also deal full damage to objects instead of half damage. This ability replaces wild empathy.
Dark Shifter (Su)
The magus can expend i point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor. The new target must be within the spell's original range, and uses the magus's level as the effective caster level for the purpose of determining the maximum distance the effect can be moved from the magus. If the spell effect the magus is moving originated from another creature, the magus must succeed at a caster level check to reposition the effect (DC = 11 + the effect's caster level). Failure wastes the magus's move action, but doesn't expend the point from his arcane pool. The magus must be at least 6th level before selecting this arcana.
Pool Ray: The magus can expend i point from his arcane pool as a standard action to infuse a ranged weapon with elemental power. As a free action while making an attack roll with the infused ranged weapon, after the attack roll has been made but before the results are revealed by the GM, the magus can release the charge and cause his attack to deal id6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). If he misses with this attack, the charge is lost and the effect is wasted. If the magus has the ranged spellstrike class feature (such as through the myrmidarch archetype), he can use this ability with ranged spellstrike to treat it as its own ranged touch attack. At 6th level and every 3 levels thereafter, the amount of damage dealt by this attack increases by id6.
Ranger Trap: The magus learns a ranger trap (Pathfinder RPG Ultimate Ma9ic 64). Additional ranger traps can be found on page i5. The magus must be at least 10th level before selecting this arcana.
Reach Magic: The magus can cast one spell per day as ifit were modified by the Reach Spell feat. This doesn't increase the spell's casting time or level.
Throwing Magus: Whenever the magus enhances his weapon using his arcane pool, he can spend i additional point from his arcane pool to add the returnin9 and throwin9 abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains i arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. Ifhe throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.
':"' ::5 than its range. In such an event, the most reliable path to success lies in understanding the situation better than your foes do.
General Tactics Ranged combatants must carefully assess the situation before heading into a skirmish.
Avoid Meta-Tactics: With the GM's permission, consider describing spells' effects as they happen instead of naming them. Then NPCs must identify PCs' spells with Spellcraft the same way players identify NPCs' spells. This prevents the GM and players from letting out-of game knowledge spoil in-game tactical advantages.
Hide and Deceive: Misdirection and confusion can be as deadly any arrow. By sowing false information with illusions (see Create Plausible Figments, below) or sending allies into the fray while hiding in ambush, characters can trick enemies into wasting precious resources or time to address false threats. Foes can't prepare for what they can't perceive, so obfuscating the battlefield in smoke or magical mist can be as important for offense as it is when defending.
Prepare the Battlefield: When a difficult confrontation looms, characters can alleviate the danger by reshaping the encounter before it even begins. Such preparation may include luring foes into terrain more advantageous to the party or altering the terrain itself with traps, strategic barriers, or environmental hazards. To successfully draw foes into a prepared battleground, characters need to place a lure that's inviting (but not suspiciously so) in a safe looking location that's tactically poor for the invaders.
Specific Tactics A prepared combatant who can transcend a battleground complication and use it against a foe can reap tremendous rewards in battle.
Build Magic Walls: Spells such as wall of ice or stone shape can quickly reshape a battlefield in the spellcaster's favor. Bottlenecks can divert foes away from vulnerable allies or divide groups of foes, and walls placed near spellcasters and other ranged combatants can provide cover, allow for Stealth checks, and protect against ranged attacks and area of effect spells.
Create Plausible Figments: Figments, particularly minor imane and pro3rammed ima3e, are ideal distractions as long as the chosen image is plausible and prompts the target to waste time or resources such as spells or items. Tailor the figment to the situation-enemies are more likely to believe the image of a daunting monster summoned in the midst of a battlefield than the sudden appearance of a king. Cover and concealment can mask or enhance a figment's creation.
Turn Water into an Advantage: Foes who must cross water to get to you can make tempting targets, but if you're underwater, most ranged attacks don't work as intended. Mundane weapons such as underwater crossbows (Pathfinder RPG Ultimate Equipment 39-40) and magical weapons such as cyclonic projectiles (see page 26) and frozen crossbows (see page 22) can overcome the debilitating effects water imposes on ranged attacks, as can spells such as air bubble (Pathfinder RPG Ultimate Combat 222) that remove water from the fight. Adventurers outmatched by foes with superior ranged weaponry can likewise use water as cover to force foes to close to a more manageable range.
Feats The following new feats can tip the scales in a ranged combatant's favor under the right circumstances.
Clinging Climber (Combat) Using leverage and pure brawn, you can cling to a cliff, rope, or ladder with your legs to free both of your hands.
Prerequisites: Str i3, Climb 3 ranks. Benefit: As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check (DC = the DC to climb the surface as a move action). If successful, you can make attacks with a two handed ranged weapon and reload ranged weapons until you resume climbing. The GM may rule that this feat doesn't work on certain climbing surfaces.
Combat Advice Your succinct words can aid an ally even in the heat ofbattle.
Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
Expansive Trap Ability Your ranger traps and land mines occupy a larger area.
Prerequisite: Ability to use ranger traps (Pathfinder RPG Ultimate Manic 64) or land mines (Pathfinder Player Companion: Dun3eoneer's Handbook 23).
Benefit: You can designate any ranger trap or land mine you lay to occupy up to 4 contiguous squares of your choice. When the trap is activated, the effect is centered on whichever square the triggering creature first entered. If more than one square is entered simultaneously, choose at random.
Friendly Fire Maneuvers (Combat, Teamwork) You and your teammates can anticipate one another's ranged attacks and stay out of each others' way.
Prerequisites: Point-Blank Shot, Precise Shot. Benefit: Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe's attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.
Weathered Warrior (Combat) You have a steady hand in any weather.
Prerequisite: Endurance. Benefit: In areas of strong or severe wind (Pathfinder RPG Core Rulebook 439) or when affected by wind effects or spells that penalize ranged attacks, you take only half the ranged attack penalty. You can make ranged attacks in windstorm-level winds at a -4 penalty.
Normal: Strong and severe winds impose -2 and -4 penalties on ranged attack rolls, respectively. Making ranged attacks in windstorms is impossible.
New Ranger Traps The following ranger traps are available through the Learn Ranger Trap feat (Ultimate Ma13ic i53), the trapper ranger archetype (Ultimate Ma13ic 64), or the ranger trap magus arcana (see page i3). Traps marked with an asterisk (*) add to or modify the effects of another trap; a character can add one of these trap types to any standard ranger trap; doing so costs i additional use of the trap ability.
BLUDGEONING TRAP (EX OR SU) Effect The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the ranger's character level + his Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 1d6). If it's an extraordinary trap, the ranger must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.
DECOY TRAP (SU) Effect The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by the ranger at the time when the trap is set. Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Will save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Will save DC to disbelieve the illusion is the same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is equal to 5 + the DC to avoid the trap.
DIRTY TRICK TRAP"' (EX OR SU) Effect If the triggering creature fails its saving throw against the trap or is struck by the trap's attack, the trap also attempts a dirty trick combat maneuver (Pathfinder RPG A dvanced Player's Guide 320) against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn't possible or isn't applicable to the triggering creature, the combat maneuver is wasted. The trap's CMB for the dirty trick is equal to the ranger's level + his Wisdom modifier.
SUMMONED ALLY TRAP (SU) Effect The trap summons a creature as summon nature's ally I with a caster level equal to the ranger's level - 3. This trap functions as summon nature's ally II at 8th level, summon nature's ally Ill at 1 1th level, and summon nature's ally IV at 14th level. The summoned creature or creatures appear in a location within the trap's range designated when the trap is set; if it's not possible for the creatures to appear in that location, they appear in the nearest unoccupied space. The ranger can choose a command of no more than 25 words when the trap is created; the creature or creatures follow those instructions, or otherwise attack the creature that triggered the trap.
:: in::ht ·:,::: " you' frimn while slinging two hand crossbows at once, but you're not a doodad, thanks to this handy illustrated guide to the going to impress anybody if you don't know the difference anatomy of some of the most common ranged weapons between the locking lever and the lath. Now you won't get used in the Pathfinder Roleplaying Game.
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Skorfbow While calling out the names o f various parts of your crossbow isn't likely to come up often during gameplay, the terminology o n this spread can provide players and GMs an exciting opportunity to add a bit of flavor to their games. Real-world history, folklore, and fiction are full of examples of custom-made weapons and weapon parts that play key roles in characters' adventures and can be mined for ideas in your own game. Maybe your bowstring is made of Tian silk you acquired during your journey into Minkai, or your crossbow groove is made of the finest Ustalavic silver to ensure maximum potency when firing silver bolts. Or perhaps you're searching for the master Alkenstar gunsmith whose maker's mark is carved into the stock of your pistol. However you characterize your weapon, its exact make can inform your character's past, present, and future in relation to her goals and the world around her.
VVEAPON5 spears-are found throughout the world, every culture has its own inventive variations.
New Ranged Weapons The following new ranged weapons are used around the Inner Sea.
Crank Crossbow, Heavy: This heavy crossbow has a winch mounted below the stock. Up to 50 feet of silk rope can be wound onto the winch as a full-round action that provokes attacks of opportunity. The wound rope can be attached to a barbed bolt (see New Ammunition on page 19) or grappling boltuE as part of a loading action. After firing such a bolt, the wielder can use the winch to retract the rope or pull herself along the rope ifthe bolt is secure. When used with a barbed bolt, the winch provides a +2 bonus on grapple combat maneuver checks to pull the target toward you. When used with a grappling boltuE, the winch provides a +2 bonus on Climb checks.
Crank Crossbow, Light: This weapon functions as a heavy crank crossbow, except that its damage, critical, and range values are equivalent to those of a light crossbow. Its lighter construction means it provides only a +i bonus on Climb checks and grapple combat maneuver checks to pull the target toward you.
Hurlbat: A hurlbat is a throwing axe made from a single piece of flat metal. Every extremity of the hurlbat is sharpened, including the point of the handle. You can wield the hurlbat as a melee weapon, but it's not designed for such use; you take a -1 penalty on melee attack rolls with the weapon, and you must succeed at a DC 15 Reflex save when making melee attacks to avoid cutting yourself on an edge and taking 1 point of slashing damage. You don't need to attempt this save while wearing heavy armor.
Knobkerrie: A knobkerrie, or iwisa, is carved from a single piece of hardwood with a shaft 2 to 4 feet long surmounted by a bulbous knob. The knobkerrie is a traditional hunting weapon among the Zenj people of the Mwangi, but it's also used as a symbol of authority. Many tribal elders use decorated knobkerries as scepters or canes. A knobkerrie is thrown end-over-end. If you are proficient, you gain a +i bonus on ranged attack rolls with a knobkerrie against opponents using bucklers, light shields, or heavy shields. If you aren't proficient with a knobkerrie, treat it as a club.
Kunai: Crafted from a single piece ofiron, a kunai has a leaf-shaped blade and a ring for a pommel. Adapted from the common trowel, the kunai has a thick blade that is sharpened only near the tip. Unlike finer weapons, the kunai can readily substitute for a crowbar or piton without being damaged in the process.
Spear-Sling: A spear-sling consists of a hollow tube with a loop of elastic material, such as rubber or sinew, attached to one end. The wielder draws a harpoon, javelin, shortspear, or spear through the tube, pulling the loop taut. Releasing the loop propels the shaft forward like a bow does an arrow. A harpoon, javelin, shortspear, spear, or other weapon shot from a spear-sling is treated as a projectile weapon instead of a thrown weapon, increasing its maximum range and allowing it to be used underwater. Using a spear-sling requires two hands.
Loading a spear-sling is a standard action (a move action ifthe wielder has the Rapid Reload feat) that provokes attacks of opportunity.
Simple Weapons Light Weapons Price Dmg (S) Dmg (M) Kunai 2 gp 1d3 1d4 Ranged Weapons Price Dmg (S) Dmg (M) Stonebow 35 gp 1d4 1d6 Martial Weapons Ranged Weapons Price Dmg (S) Dmg (M) Hurl bat 8 gp 1d4 1d6 Spear-sling 50 gp 1d6 1d8 Throwing arrow cord 1d3 1d4 Exotic Weapons One-Handed Melee Weapon Price Dmg (S) Dmg (M) Knobkerrie 5 gp 1d4 1d6 Ranged Weapons Price Dmg (S) Dmg (M) Crank crossbow, heavy 400 gp 1d8 1d10 Crank crossbow, light 250 gp 1d6 1d8 A spear-sling is made with a particular strength rating, like a composite longbow. Each point of Strength bonus granted by the sling's strength rating adds 50 gp to its cost. If you have a negative Strength modifier, apply it to damage rolls when you use a spear-sling.
Stonebow: A stonebow, or bullet crossbow, resembles a light crossbow except for the distinct U-shaped bend in the stock. Instead of bolts, the stonebow shoots sling bullets. The bow has two strings with a leather pocket between them to hold the bullet. Loading a stonebow is a move action (a free action if you have the Rapid Reload feat) that provokes attacks of opportunity.
You can shoot ordinary stones with a stonebow, but stones aren't as dense or as round as bullets. When using stones, you take a -1 penalty on attack rolls and deal damage as if the weapon were designed for a creature one size category smaller than you.
You can shoot, but not load, a stonebow with one hand, but doing so imposes a -2 penalty on your attack rolls. You can shoot a stonebow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for firing one-handed.
Throwing Arrow Cord: This simple fiber or leather cord has a knot at either end. One end is wound once around the notch of a throwing arrow (see New Ammunition, below). The cord runs taut along the shaft to the front of the arrow, where you hold the arrow to throw. The remainder of the cord wraps around your hand. The cord dramatically increases the throwing arrow's range. Attaching the cord to a throwing arrow is a move action that requires two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for throwing arrow cords, allowing you to load a throwing arrow as a free action.
Critical Range Weight Type Special x2 10 ft. 2 lbs. B or P Critical Range Weight Type Special x2 50 ft. 4 lbs. B Critical Range Weight Type Special x3 10 ft. 2 lbs. P and S x3 See text 2 lbs. p See text x2 60 ft. p Critical Range Weight Type Special x2 20 ft. 4 lbs. B See text Critical Range Weight Type Special 19-20/x2 120 ft. 12 lbs. p 19-20/x2 80 ft. 6 lbs. p New Ammunition Item Price Weight Barbed arrow (20) 2 gp 3 lbs. Incendiary arrow (20) 10 gp 3 lbs. Pronged arrow (20) 2 gp 3 lbs. Throwing arrow 5 sp 1/2 lb.
The following types of ammunition are frequently used with ranged weapons both familiar and new.
Barbed Arrow: The head of a barbed arrow resembles that of a harpoon. When a barbed arrow is attached to a length of silk rope and fired from a bow, the arrow's range increment is reduced to 30 feet, but it gains the grapple special weapon quality (Pathfinder RPG Ultimate Equipment 22). Barbed bolts exist for crossbows.
Incendiary Arrow: A metal cage behind this arrow's point contains flammable material. You take a -1 penalty on attack rolls when firing incendiary arrows. You can light up to six incendiary arrows as a full-round action (a standard action if you use a tindertwig) that provokes attacks of opportunity. Once lit, the arrow burns for 2 rounds. A lit incendiary arrow deals an additional 1 point of fire damage. On a critical hit, the target must succeed at a DC 15 Reflex save or catch fire. Incendiary bolts exist for crossbows.
Pronged Arrow: Rather than narrowing to a single point, a pronged arrow has a wide face with two points resembling a crescent or V-shape. Originally used for hunting game, a pronged arrow deals damage as if one size category smaller, but you gain a +i bonus on attack rolls against creatures or objects one or more size categories smaller than you.
Throwing Arrow: Too long to use in a bow, the throwing arrow has no nock at the tail. Instead, it has a notch ahead of the fletching where a throwing arrow cord can be attached (see above). If thrown without the use of a cord, treat a throwing arrow as a dart.
T OOl 5 AND EQUIPMENT nllowing item"" be mfted th cough the u<e of Craft (alchemy) or Craft (traps)-the latter are marked with an asterisk (*). The Craft DCs for such items are listed on the table below.
Item Name Price Weight Craft DC Bell tripwire trap 2 gp 2 lbs. 15··· Camouflage blanket 1 2 gp 2 lbs. Contracting rope 50 gp 5 lbs. Ear trumpet, common 25 gp 2 lbs. Ear trumpet, masterwork 100 gp 2 lbs. Fire wheel firework 200 gp 1 lb. Flight grapnel 50 gp 2 lbs. Gabi on 1 gp 2 lbs. 10" Perfect ice (1 vial) 1,500 gp Portable bolt trap 125 gp 9 lbs. 20'' Sentry mannequin, masterwork 80 gp 35 lbs. Speaking trumpet 6 gp 2 lbs. Spyglass, masterwork 4,000 gp 2 lbs.
PRICE 2 GP WEIGHT 2 lbs.
This fine, 10-foot-long tripwire is attached to a loud bell and comes with pitons to fix the trap in place. The trap can be set across doorways, hallways, or narrow passes or between trees or rocks. Arming the trap properly takes 5 minutes; it can be set up in as little as 1 minute, but doing so reduces the DC to notice and disarm the trap by 5. The trap has the following statistics.
BELL TRIPWIRE TRAP CR - Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger touch; Reset manual Effect bell rings (Perception DC O to hear)
PRICE 12 GP I WEIGHT 2 lbs.
This large, coarse blanket covers a single square and has a multi-colored design that blends in with a specific environment type, such as underground, forests, or plains (see the ranger's Favored Terrains table on page 65 of the Pathfinder RPG Core Rulebook for a full list of environment types). A character covered by a camouflage blanket in that blanket's matching terrain has concealment. Such characters who are also prone gain a +2 circumstance bonus on Stealth checks. The bonus applies even when the covered character attempts a Stealth check to remain hidden after sniping with a projectile weapon.
PRICE 50 GP I WEIGHT 5 lbs.
This SO-foot length of silk rope is treated with alchemical reagents that give it a distinctly dusty odor. When any part of the rope is touched to an open flame, it suddenly contracts to one-fifth its original length, pulling any creature or object attached to one side to within 1 O feet of the other; if multiple creatures are moved into the same square, they fall prone in randomly determined adjacent squares. Because of the sudden jerk, a creature holding a contracting rope must succeed at a DC 1 O Climb check to avoid dropping it as it contracts (unless it is knotted around the creature's waist, clamped in a locked gauntlet, or otherwise firmly attached to the creature). The rope fails to contract if it would pull more than 1,000 pounds horizontally or lift more than 250 pounds vertically. Once activated, the rope slowly unravels to its normal length over the course of 24 hours and can't be activated again until such time has passed.
EAR TRUMPET PRICE VARIES WEIGHT 2 lbs.
25 GP Masterwork 100 GP This foot-long brass funnel amplifies sounds entering through the broad end for anyone listening at the narrow end. The listener gains a +2 circumstance bonus on sound-based Perception checks but must use one hand to hold the trumpet to the ear in order to gain the benefit. A masterwork ear trumpet's exquisite acoustic properties grant the listener a +4 circumstance bonus instead.
PRICE 200 GP I WEIGHT 1 lb.
Once its fuse has been lit, this hoop-shaped firework emits colorful sparks from a series of outward-angled wooden tubes. It can then be rolled along the ground or thrown as a splash weapon with a range increment of 30 feet. One round after being lit, a fire wheel firework explodes in a spectacular 5-foot tall cylindrical blast with a 20-foot radius. All creatures in the area take 3d6 points of fire damage and are blinded for 1 minute (Reflex DC 1 6 halves damage, negates blindness).
FLIGHT GRAPNEL PRICE 50 GP WEIGHT 2 lbs.
This masterfully crafted grappling hook sports hinged flukes that collapse down to the sides of the hook's base. A collapsed flight grapnel is thrown like a dart (typically while attached to rope), and the flukes spring out only when it strikes a solid object. This makes the grappling hook more aerodynamic, though heavier. A flight grapnel acts as a grappling hook in all ways, except it's treated as a thrown weapon with a range increment of 20 feet.
GABION PRICE 1 GP WEIGHT 2 lbs.
This tough wickerwork cylinder is typically 3 feet tall and 2 feet wide. It has no top or bottom, and can be filled with about 1 O cubic feet of earth, stone, or other heavy materials while standing upright to provide substantial cover. Filling a gabion with earth using a shovel generally requires 4 minutes of work for a Medium character or 8 minutes of work for a Small character. One gabion provides cover for a Small character and might provide partial cover for a Medium character, at the GM's discretion. Two gabions together can provide cover to a Medium character, although if they aren't stacked atop each other, they can form only a low obstacle depending on the character's height.
Gabions can be made of different materials, but the type described here is one of the most common varieties.
PERFECT ICE PRICE 1,500 GP WEIGHT - This vial contains a large snowflake that melts only at temperatures of 140 degrees Fahrenheit or above. Perfect ice is an alchemically engineered form of water that briefly converts any moisture it touches into a similar state. When a flask of perfect ice is opened or broken (such as by being thrown as a splash weapon), the snowflake within expands rapidly, forming a layer of ice and snow with a 60-foot radius along any nearby surface. Any living creature that touches an area of perfect ice or starts its turn in a space of perfect ice takes 4d6 points of damage from desiccation as some of the water in its body crystallizes (Fortitude DC 18 half). Creatures with the water subtype take half again as much damage (1500/o) and receive no saving throw. The ice crystals that form along flat surfaces are large and strong, and are treated as caltrops. The ice persists for 1 O minutes, after which it vaporizes or reverts to a normal state for its temperature. To avoid the hazards of its large area of effect, many users propel the vial from a launching crossbow (Pathfinder Player Companion: Adventurer's Armory 4) or use similar means to extend their throwing range.
PRICE 125 GP I This specialized heavy crossbow is hooked to a trip line that can be strung across any opening up to 1 O feet wide, much like that of a bell tripwire trap (see above). When the line is tripped, the crossbow fires its bolt toward the space where the line was tripped. The crossbow must have line of effect to the target space for the trap to work. Placing a portable bolt trap requires 1 O minutes of effort to properly calibrate the shot and conceal the line and crossbow. The trap can be placed in as little as 1 minute, but doing so imposes a -4 penalty on the crossbow's attack roll, and the DC of the Perception check to notice the trap is reduced by 4. The trap has the following statistics.
PORTABLE BOLT TRAP CR 1/2 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger touch; Reset manual Effect Atk +10 ranged (1d10/19-20)
This sentry mannequinu' is designed to seem more lifelike than its common counterpart. After 5 minutes of assembly and coverage with the included loose hood and baggy clothing, this wire frame looks like a vigilant humanoid figure. It has pivoted joints with counterweights that move it in ways reminiscent of an alert guard every few rounds for 8 hours after it's set up. Creatures more than 30 feet from the mannequin must succeed at a DC 15 Perception check to realize it's not someone standing watch.
PRICE 6 GP I This large animal horn is hollowed out to amplify sounds that enter through the narrow end. The DC of Perception checks to hear a speaker using a speaking trumpet is reduced by 5.
PRICE 4,000 GP I WEIGHT 2 lbs.
Objects viewed through a masterwork spyglass are magnified to four times their size. Characters using a masterwork spyglass take a -1 penalty on Perception checks per 40 feet of distance to the target (instead of per 20 feet as with a normal spyglass).
who need an arcane edge at range.
Weapon Secret crossbow Cavalryman's bow Bow of ashes Mage's crossbow Frozen crossbow Avalanche sling staff Thorn bow Skulking sniper's blowgun Shackwave blunderbuss Arrow splitter AURA strong evocation Price 4,400 gp 10,330 gp 11,400 gp 18,335 gp 25,700 gp 36,320 gp 59,700 gp 62,302 gp 87,300 gp 180,375 gp PRICE 1 80,375 GP WEIGHT 3 lbs.
This +5 second chance"' longbow is made of supple willow that forever looks freshly carved. When the wielder hits a foe multiple times with the bow, the arrows land in the same spot, driving their way deeper. A creature struck by an arrow fired from an arrow splitter takes an additional 1 d6 points of precision damage for each arrow fired from an arrow splitter that has struck the creature within the same round. For example, if a creature is struck by three arrows fired from an arrow splitter in the same round, the first arrow deals damage as normal, the second arrow deals an additional 1 d6 points of precision damage, and the third arrow deals an additional 2d6 points of precision damage. CONSTRUCTION REQUIREMENTS I COST 90,375 GP Craft Magic Arms and Armor, ricochet shot"', sonic thrust"M AURA moderate conjuration PRICE 36)20 GP WEIGHT 3 lbs.
Three times per day, the wielder of this + 3 ha/fling sling staff can launch a stone (not a sling bullet) that explodes in mid-flight to create a stone ca/f effect centered on the target square. CONSTRUCTION REQUIREMENTS I COST 18,320 GP Craft Magic Arms and Armor, stone ca/f AURA moderate conjuration PRICE 11,400 GP WEIGHT 3 lbs.
This +1 adaptive"' flaming composite longbow is made of a single piece of petrified wood that appears to have been burnt black but is magically sturdy. When the wielder pulls the bowstring while within 5 feet of a flame at least as large as a lit torch, the bow with an ash arrow deal damage as a normal bow but ignore concealment miss chances from smoke, ash, dust, fog, and other airborne particles (though the wielder still risks targeting the wrong square when trying to shoot at foes with total concealment). The ash arrow crumbles to nothing 1 round after leaving the bow. CONSTRUCTION REQUIREMENTS I COST 5,900 GP Craft Magic Arms and Armor, fireball or flame blade, warp wood AURA moderate conjuration PRICE 10)30 GP WEIGHT 2 lbs.
This +2 shartbow is etched with equine imagery. Whenever the bow is fired from a mount, the wielder's mount gains a +2 deflection bonus to its AC until the start of the wielder's next turn. CONSTRUCTION REQUIREMENTS I COST 5,330 GP Craft Magic Arms and Armor, shield of faith, warp wood AURA moderate conjuration PRICE 25,700 GP WEIGHT 8 lbs.
When this + 2 frost repeating heavy crossbow is empty and underwater, pulling the reloading lever as a free action creates and loads a bolt of solid ice. The icicle bolt and its wielder ignore all penalties for using a ranged weapon underwater. The icicle bolt deals an amount of cold damage equal to that of a normal bolt and melts 1 round after leaving the crossbow. CONSTRUCTION REQUIREMENTS I COST 13,200 GP Craft Magic Arms and Armor, freedom of movement, icicle dagger"M PRICE 18)35 GP WEIGHT 4 lbs.
+2 light crossbow is made of silver that never needs to be polished. A mage's crossbow is especially effective against creatures with spell resistance. Against such creatures, the weapon's effective enhancement bonus increases to + 3, and it deals an additional 1d6 points of damage. Whenever the wielder casts a spell that requires him to make a ranged touch attack (such as a ray) while he has the crossbow in hand, he gains a bonus on his ranged attack roll equal to the crossbow's enhancement bonus against the target creature. If the spell hits, the caster also applies this bonus to the caster level check to overcome the target's spell resistance (if any) and on the spell's damage roll (if any).
CONSTRUCTION REQUIREMENTS I COST 9,835 GP Craft Magic Arms and Armor, Spell Penetration, summon monster I, true strike PRICE 4,400 GP WEIGHT 2 lbs.
This + 1 hand crossbow seems to hide itself and leaps from hiding when needed. It grants a +5 competence bonus on Sleight of Hand checks made to conceal it and doesn't take longer to draw when concealed. CONSTRUCTION REQUIREMENTS I COST 2,400 GP Craft Magic Arms and Armor, invisibility PRICE 87,300 GP WEIGHT 8 lbs. AURA strong evocation Whenever the wielder fires pellets from this +2 sonic boom (see page 27) blunderbussu', she attempts a free combat maneuver check to trip each creature struck by the pellets. The wielder uses the shockwave blunderbuss's Combat Maneuver Bonus of + 20 for these trip attempts. The wielder doesn't provoke attacks of opportunity for these trip attempts and doesn't risk knocking herself prone. CONSTRUCTION REQUIREMENTS I COST 44,800 GP Craft Magic Arms and Armor, reverse gravity, shout SLOT none CL 8th PRICE 62,302 GP WEIGHT 1 lb. AURA moderate illusion A skulking sniper's blowgun is crafted of fine hardwood that shifts color between brown and dark green under different lights. The wielder of this + 3 distance greater sniping (see page 27)
blowgun isn't automatically detected by tremorsense, blindsense, blindsight, or similar supernatural senses while she's attempting to move unnoticed. Creatures with these abilities must attempt a Perception check opposed by the wielder's Stealth check to notice the wielder. Such a creature gains a + 1 O bonus on this Perception check if the wielder is within half the maximum range of the sense ability. The wielder can still be detected by other senses (such as vision, hearing, or smell) as normal. CONSTRUCTION REQUIREMENTS I COST 3U02 GP Craft Magic Arms and Armor, clairaudience/clairvoyance, greater invisibility, invisibility, silence AURA moderate conjuration PRICE 59,700 GP WEIGHT 8 lbs.
This +2 lesser designatingu' composite longbow (+3 Str) has a bowstring that resembles a thorny vine. Once per day as a standard action, the wielder can prick her finger on the vine and fire an arrow at a creature or square to cause the arrow to become a wall of thorns centered on the struck creature or object. When the wielder is targeting a square, treat that as a ranged attack against AC 5. The wielder can choose how the wall of thorns is oriented. CONSTRUCTION REQUIREMENTS I COST 30,200 GP Craft Magic Arms and Armor, instant enemy, wall of thorns can purchase different types of magical ammunition.
Ammunition Price Splitting bolt 346 gp Dizzying bullet 496 gp Vulnerability bolt 496 gp Mute dart 566 gp Reporting cartridge 566 gp Scouting cartridge 566 gp Boulder bullet, lesser 806 gp Phase arrow 916 gp Venomous whisper dart 1,446 gp Boulder bullet 1,966 gp Arrow of charming 2,886 gp Boulder bullet, greater 4,006 gp Tenacious otlotl dart 29,101 gp PRICE 2,886 GP WEIGHT 1/20 lb.
When this + 3 arrow strikes a creature, it explodes in a small cloud of red dust and deals nonlethal damage. The creature struck must succeed at a DC 16 Will save or be charmed by the wielder as charm monster. Alternatively, the user can inscribe the name of another creature into the arrow shaft; in this case, the arrow's victim instead becomes charmed by the named creature on a failed save. Inscribing the arrow takes 1 O minutes. CONSTRUCTION REQUIREMENTS I COST 1,446 GP Craft Magic Arms and Armor, charm monster BOULDER BULLET Lesser boulder bullet Boulder bullet Greater boulder bullet SLOT none CL varies AURA moderate or strong transmutation PRICE varies 806 GP 1,966 GP 4,006 GP WEIGHT 1/2 lb.
A boulder bullet appears to be a magical sling bullet when held, but it is actually a shrunken piece of catapult ammunition. A boulder bullet expands rapidly when launched from a sling or sling staff, increasing in size and dealing greater base damage depending on the version used. This doesn't affect the bullet's range or any of the normal mechanics for using a sling bullet, though the boulder bullet is treated as siege weapon ammunition for the purposes of wind effects and similar penalties. Similarly, if a boulder bullet is launched and misses its target, roll 1 d8 to determine the adjacent square in which it lands. Once it has and remains boulder-sized thereafter.
Lesser Boulder Bullet (CL 10th): A lesser boulder bullet is a + 1 sling bullet that expands to the size of light catapult ammunition, increasing its base damage to 4d6.
Boulder Bullet (CL 14th): A boulder bullet is a +2 sling bullet that expands to the size of standard catapult ammunition, increasing its base damage to 6d6.
Greater Boulder Bullet (CL 18th): A lesser boulder bullet is a + 3 sling bullet that expands to the size of heavy catapult ammunition, increasing its base damage to 8d6.
CONSTRUCTION REOUIREMENTS Lesser boulder bullet Boulder bullet Greater boulder bullet Craft Magic Arms and Armor, shrink object AURA faint evocation COST varies 406 GP 986 GP 2 006 GP PRICE 496 GP WEIGHT 1/2 lb.
This +1 sling bullet makes a faint rattling noise when shaken. When it strikes a creature, the creature must succeed at a DC 13 Fortitude save or become stunned for 1 round. CONSTRUCTION REQUIREMENTS Craft Magic Arms and Armor, sound burst AURA faint illusion I COST 251 GP PRICE 566 GP WEIGHT - This ivory +1 blowgun dart emits a silence effect that envelops the space of the creature or object it strikes, up to a maximum radius of 20 feet. If a creature is struck, it can resist the silence with a successful DC 1 3 Will save. CONSTRUCTION REQUIREMENTS I COST 286 GP Craft Magic Arms and Armor, silence AURA faint transmutation PRICE 916 GP WEIGHT 1/20 lb.
When this translucent +2 arrow is fired, it becomes ethereal until it enters the target's space. A phase arrow ignores cover of all kinds, including total cover, and can be fired at a target even if the wielder doesn't have line of effect. However, if the wielder cannot see or otherwise pinpoint the target, she risks attacking the wrong space, and even if she attacks the right space, the target still has total concealment against the attack (granting a 500/o miss chance). CONSTRUCTION REQUIREMENTS I COST 461 GP Craft Magic Arms and Armor, blink PRICE 566 GP WEIGHT - This +1 paper alchemical cartridge contains a bullet and is marked with a symbol of an ear. When fired from a firearm, a reporting cartridge allows the wielder to temporarily transfer her sense of hearing to the location where the bullet lands. Until she dismisses the effect by rubbing her ears as a move action, the wielder can hear as cfairaudience from the square in which the bullet landed, regardless of whether it hit its mark. CONSTRUCTION REQUIREMENTS I COST 286 GP Craft Magic Arms and Armor, cfairaudience/cfairvoyance PRICE 566 GP WEIGHT - This + 1 paper alchemical cartridge is contains a bullet and is marked with an open eye. When fired from a firearm, a scouting cartridge allows the wielder to temporarily transfer his sense of sight to the location where the bullet lands. Until he dismisses the effect by rubbing his eyes as a move action, the wielder can see as clairvoyance from the square in which the bullet landed, regardless of whether it hit its mark. CONSTRUCTION REQUIREMENTS I COST 286 GP Craft Magic Arms and Armor, cfairaudience/cfairvoyance PRICE 346 GP WEIGHT 1/1 0 lb.
When this + 1 bait hits a foe, it deals damage as normal and then splits in two, creating two smaller bolts. Each of these smaller bolts flies toward another target within 30 feet of the initial enemy struck. A single splitting bolt can thus strike up to three targets. The smaller bolts use the same attack roll result as the original splitting bait and the same damage dice, though the damage for each bolt is rolled separately. Neither the attack roll nor the damage of the smaller bolts can be affected by any special abilities of the wielder or crossbow. CONSTRUCTION REQUIREMENTS I COST 176 gp Craft Magic Arms and Armor, chain lightning AURA moderate abjuration PRICE 29,101 GP WEIGHT 2 lbs.
This + 1 returning at/at! dart"' is not destroyed when used as ammunition for an atlatl. Its returning special ability functions even if it is fired as ammunition. Like all atlatl darts, a tenacious at/at! dart can be thrown; if it is thrown, it is treated in all ways as a javelin. Two times per day, when the dart successfully strikes a foe who is benefiting from an abjuration spell or ability, the atlatl automatically attempts a dispel check against that effect, as dispel magic, before returning to the wielder as normal.
CONSTRUCTION REQUIREMENTS I COST 14,701 GP Craft Magic Arms and Armor, dispel magic, telekinesis AURA faint enchantment PRICE 1,466 GP WEIGHT - The wielder of this gleaming purple +2 blowgun dart can whisper while loading the dart to imbue it with a suggestion. When the dart strikes a creature, the target must succeed at a DC 14 Will save or forget the sting of the dart and hear the words of the suggestion as if they were whispered in her ear. CONSTRUCTION REQUIREMENTS I COST 736 GP Craft Magic Arms and Armor, modify memory, suggestion AURA faint necromancy PRICE 496 GP WEIGHT 1/1 0 lb.
If poison is applied to this sickly yellow +1 bait, any hit point damage, ability damage, or ability drain dealt by the poison increases by 1 each round for the poison's duration. CONSTRUCTION REQUIREMENTS I COST 251 GP Craft Magic Arms and Armor, pernicious paisan"M magic weapons with an enhancement bonus of +i or higher.
Some ofthese special abilities refer to a ranged attack's trajectory or ammunition's path. Unless otherwise noted, these terms refer to the straight line that can be traced from the point at which a ranged weapon is launched to the point where it lands or hits a target or solid object. At the GM's discretion, certain obstacles or circumstances may mitigate or negate the effects of a magic weapon special ability that affects creatures based on the path of the ranged weapon or its ammunition.
Special Ability Base Price Modifier' Sniping' +1,875 gp Spell hurling' + 1 bonus Veering + 1 bonus Sniping, improved' +7,500 gp Cyclonic' +2 bonus Dazzlings +2 bonus Glitterwoke +2 bonus Sniping, greater' +16,875 gp Sonic booms +3 bonus Tailwind +3 bonus Interfering +5 bonus 1 Add to the enhancement bonus of Table 1 5-8 on page 468 of the Pathfinder RPG Core Rulebook to determine the total market price. ' Only projectile weapons can have this special ability.
3 Only thrown weapons can have this special ability.
4 Projectile weapons with this ability bestow this power upon their ammunition.
s Only firearms and firearm ammunition can have this special ability.
PRICE +2 BONUS CL 1 2th This special ability can be placed only on ranged weapons or ammunition. A cyclonic weapon or piece of ammunition feels as though it were surrounded by gentle winds pulling it in all directions. When the wielder makes a ranged attack with a cyclonic weapon, a sheath of whirling air surrounds the weapon or the ammunition fired and prevents the attack from being impaired by wind, water, and other liquid or gaseous environmental factors. CONSTRUCTION REQUIREMENTS Craft Magic Arms and Armor, air bubbleu' I COST + 2 bonus PRICE +2 BONUS CL 8th This special ability can be placed only on firearms or firearm ammunition. Whenever a dazzling weapon is fired, it emits path or within or adjacent to the cone of a scatter shot. This condition lasts a number of rounds equal to the weapon's enhancement bonus. CONSTRUCTION REQUIREMENTS Craft Magic Arms and Armor, flare burst I COST + 2 bonus PRICE +2 BONUS CL 1 2th This special ability can be placed only on ranged weapons. Three times per day as a swift action, the wielder can activate a glitterwake weapon to cause her next ranged attack with the weapon to scatter a wake of glittering dust. The dust clings to the target struck and all creatures within 1 O feet of the attack's trajectory, and all creatures affected by the dust take a -20 penalty on Stealth checks while the dust persists. The dust also outlines invisible creatures and objects as glitterdust. Creatures in the area of glittering dust when the attack is made are dazzled unless they succeed at a DC 13 Will save. The dust lasts a number of minutes equal to the weapon's enhancement bonus.
CONSTRUCTION REQUIREMENTS Craft Magic Arms and Armor, glitterdust I COST + 2 bonus PRICE +5 BONUS CL 1 8th This special ability can be placed only on ranged weapons. The wielder can make attacks of opportunity with an interfering weapon as if he threatened all spaces within the weapon's first range increment or 30 feet, whichever is closer. However, the wielder cannot make multiple ranged attacks of opportunity with an interfering weapon against a creature that moves out of multiple threatened spaces within range using a single move action, even if the wielder has Combat Reflexes or other effects that allow multiple attacks of opportunity. CONSTRUCTION REQUIREMENTS I COST +5 bonus Craft Magic Arms and Armor, litany of wordinguc PRICE +1,875 GP CL 5th This special ability can be placed only on projectile weapons. Most sniping weapons are dull-colored and marked with symbols of death. The wielder of a sniping weapon gains a +5 competence bonus on Stealth checks to remain hidden after sniping with it. CONSTRUCTION REQUIREMENTS I COST +937 GP Craft Magic Arms and Armor, invisibility, silence PRICE +16,875 GP CL 1 5th This special ability functions as sniping, except the wielder gains a + 15 competence bonus on Stealth checks to remain hidden after sniping with the weapon. CONSTRUCTION REQUIREMENTS I COST +8,437 GP Craft Magic Arms and Armor, invisibility, silence PRICE + 7,500 GP CL 1 0th This special ability functions as sniping, except the wielder gains a + 1 O competence bonus on Stealth checks to remain hidden after sniping with the weapon. CONSTRUCTION REQUIREMENTS I COST + 3,750 GP Craft Magic Arms and Armor, invisibility, silence PRICE +3 BONUS CL 8th This special ability can be placed only on firearms and firearm ammunition. Attacks with a sonic boom weapon deal an additional 1 d6 points of sonic damage to the target and 1 d6 points of sonic damage to all creatures adjacent to the bullet's path within one range increment of the wielder, or adjacent to the cone of a scatter shot. Creatures that take sonic damage from the boom must succeed at a DC 16 Fortitude save or be deafened for 1 minute.
CONSTRUCTION REQUIREMENTS I COST + 3 bonus Craft Magic Arms and Armor, shout PRICE +1 BONUS CL 8th This special ability can be placed only on melee weapons that are designed to be thrown. If the wielder has the spellstrike class feature (such as from levels in the magus class), he can throw a spell hurling weapon to deliver a touch spell. If the spell hurling weapon hits, the touch spell targets the creature or object struck (if possible). Regardless of whether the weapon hits, any remaining touches with that spell are harmlessly discharged. CONSTRUCTION REQUIREMENTS I COST +1 bonus Craft Magic Arms and Armor, spectral hand, creator must have the spellstrike class feature PRICE +3 BONUS CL 1 2th This special ability can be placed only on ranged weapons. Whenever a tailwind weapon is used to make a ranged attack, the weapon or its projectile is pushed along by a powerful tailwind that fills its space. This tailwind acts similarly to the gust of wind spell, except it has an instantaneous duration and doesn't affect creatures. However, it can still extinguish unprotected flames and accomplish anything a sudden burst of wind could. The tailwind negates range penalties to the weapon's attack until it reaches the end of the wind's range (60 feet); each whole range increment beyond 60 feet applies a penalty to the attack as normal. CONSTRUCTION REQUIREMENTS Craft Magic Arms and Armor, gust of wind I COST + 3 bonus PRICE +1 BONUS CL 5th This special ability can be placed only on ranged weapons.
Veering weapons feature feathers or carved images of wings or winged creatures in their construction. Attacks with a veering weapon ignore a target's bonus to AC from partial cover and reduce the target's bonus to AC from cover and soft cover by 2. A veering weapon bestows no benefit against targets with total cover. CONSTRUCTION REQUIREMENTS I COST + 1 bonus Craft Magic Arms and Armor, magic missile well-placed wondrous item intended for ranged combat can prove indispensable to those on the outskirts ofbattle.
Wondrous Item Swarm bullet Ranged piton Alchemist's at/at!
Entangling aiguillette Silver nacking point Assassin's sight Ring of far strike Sandals of interception Shadow fletching Assassin's sight, greater Tuned bowstring AURA faint transmutation Price 700 gp 800 gp 1,500 gp 2,000 gp 3,150 gp 5,250 gp 6,000 gp 8,000 gp 8,000 gp 1 2,250 gp 18,000 gp PRICE 1,500 GP WEIGHT 2 lbs.
This wooden atlatl resembles a handheld, lever-controlled catapult. One end sports a shaft covered in carvings of alchemical formulae, and the other is a roughly carved bowl. The user can place an alchemical splash weapon, such as a flask of acid or alchemist's fire, in the bowl. This is a move action that provokes an attack of opportunity. When the splash weapon is launched from the at/at/, its range is doubled. Magic items (including an alchemist's bombs) aren't affected by an alchemist's at/at/. CONSTRUCTION REQUIREMENTS I COST 750 GP Craft Wondrous Item, longshot"' AURA faint divination PRICE 5,250 GP WEIGHT 4 lbs.
This black telescopic sight is made of lusterless metal and features a thick glass lens. It can be mounted on the stock of a light or heavy crossbow, but not a hand crossbow. An assassin's sight allows the wielder to make ranged sneak attacks from greater distances than normal. This sight has two settings: 0-30 feet and 30-60 feet. A character using a crossbow equipped with an assassin's sight can make sneak attacks against foes within the selected range. For example, by setting the range to 30-60 feet, a character can make sneak attacks against creatures only if they are between 30 and 60 feet of the wielder; attacks against targets closer than 30 feet or farther than 60 feet would not count as sneak attacks, even if they met all the other requirements for making a sneak attack. Setting the range on an assassin's sight is a full-round action that provokes attacks of opportunity. CONSTRUCTION REQUIREMENTS I COST 2,625 GP Craft Wondrous Item, locate weakness"', true strike PRICE 1 2,250 GP WEIGHT 2 lbs.
A greater assassin's sight is similar to the standard assassin's sight, but it has a noticeably sleeker design and provides its wielder greater range. It has three settings: 0-30 feet, 30-60 feet, and 60-90 feet. In addition, setting the range on a greater assassin's sight is a standard action (though it still provokes attacks of opportunity). Finally, a greater assassin's sight grants a +4 competence bonus on attack rolls to confirm critical hits within the set range. CONSTRUCTION REQUIREMENTS I COST 6, 125 GP Craft Wondrous Item, locate weakness"', true strike AURA faint transmutation PRICE 2,000 GP WEIGHT 1 lb.
This length of prickly green vine is woven into a living aiguillette worn around the shoulder. Once per day as an immediate action when the wearer is struck by a melee attack, she can compel the vine to uncoil and wrap around the attacker, causing the attacker to become entangled (Reflex DC 13 negates). An entangled creature cannot move from its space. At the start of the entangled creature's turn, it can attempt a new saving throw against the entangling aiguillette, though the DC increases by 1 for each round the creature fails its save (to a maximum of 1 6 after 3 rounds). The entangled creature can also untangle itself as a move action by succeeding at a DC 13 Strength or Escape Artist check. The entangling aiguillette's owner cannot move while entangling a creature, but can release an entangled creature as a free action. CONSTRUCTION REQUIREMENTS I COST 3,000 GP Craft Wondrous Item, entangle AURA faint transmutation PRICE 800 GP WEIGHT 1 lb.
This pointed metallic piton bears a ring the size of a gold piece. A ranged piton is sized and designed so that it can be launched as easily as an arrow. When fired from a bow as a standard action at an object or empty square, the wielder makes a ranged attack against AC 5 to determine whether the piton hits the intended target. Range penalties apply as normal. On a hit, the piton attaches to the point struck, cleaving to vertical and horizontal surfaces alike. An attached ranged piton can be recovered only by speaking a command word while pulling on the piton's ring. Light rope, such as silk rope, can be threaded through the piton's ring before it is fired to rapidly place rope lines. CONSTRUCTION REQUIREMENTS I COST 400 GP Craft Wondrous Item, spider climb PRICE 6,000 GP WEIGHT - AURA moderate transmutation This unassuming black ring changes color to a silver pearlescent sheen when held near a fire. Once per day as a standard action, the wearer can make a melee weapon attack or unarmed strike attack against any opponent within 30 feet. The wearer must be otherwise capable of performing the attack to use this ability. CONSTRUCTION REQUIREMENTS I COST 3,000 GP Forge Ring, mage hand, spectral hand AURA strong abjuration PRICE 8,000 GP WEIGHT 1 lb.
These simple wooden sandals allow their wearer to step in the way of danger to protect her allies. Three times per day as an immediate action, the wearer can take a 5-foot step to move into the path of a ranged attack and treat herself as the target of the ranged attack that passes through her square for the purposes of Deflect Arrows, Snatch Arrows, Missile Shield, and other feats and abilities that allow her to deflect ranged attacks. If she lacks a feat or ability that would allow her to deflect the ranged attack, the wearer is instead simply struck by the attack regardless of the attack roll's result or her AC. The wearer can't take a 5-foot step during the turn after using this ability. CONSTRUCTION REQUIREMENTS I COST 4,000 GP Craft Wondrous Item, Deflect Arrows, deflection PRICE 8,000 GP WEIGHT - These small black feathers appear to have been stripped off an arrow and crafted into a token. By braiding a shadow fletching into her hair, a character can imbue herself with the magic of the Shadow Plane. Three times per day by touching the fletching as a swift action in an area of dim light or darkness, the wearer can enshroud her next ranged attack in shadowy extraplanar energy. As long as the wearer makes this attack before the end of her turn, the target of the attack is denied its Dexterity bonus to AC as if the attacker were invisible. This doesn't affect creatures with low-light vision, darkvision, or any ability that allows them to see invisible creatures. CONSTRUCTION REQUIREMENTS I COST 4,000 GP Craft Wondrous Item, gloomblind bolts, creator must be a fetchling AURA faint transmutation PRICE 3,150 GP WEIGHT - This small silver cylinder is no bigger than a pinhead and is engraved with an Elven aphorism that roughly translates to "unhindered flight." A silver nocking point can be attached to the string of any bow or crossbow. When using a weapon equipped with a silver nocking point, a character can treat penalties for wind conditions as though they were one step less severe. For example, a character firing a ranged projectile in severe wind conditions would fire at a ranged penalty of -2 instead of -4. Magical wind effects that would normally deflect the projectile (such as fickle winds"M) instead impose only a -8 penalty on the attack roll. CONSTRUCTION REQUIREMENTS I COST 1,575 GP Craft Wondrous Item, true strike AURA moderate conjuration PRICE 700 GP WEIGHT - This small brass cylinder is inscribed with a symbol of a honeycomb, and a faint buzzing sound can be heard from within. A swarm bullet can be loaded into a weapon with the scatter weapon quality, such as a blunderbuss"', as though it were ammunition. When fired, the weapon produces a wasp swarm that immediately moves to attack the nearest living target in a 1 5-foot cone. The wasp swarm acts on the shooter's turn each round, pursuing the closest living creature for 3 rounds or until it's destroyed. Should the weapon misfire while loaded with a swarm bullet, the swarm instead angrily emerges from the weapon and pursues the wielder. CONSTRUCTION REQUIREMENTS I COST 350 GP Craft Wondrous Item, vomit swarm AURA moderate illusion PRICE 18,000 GP WEIGHT - This faintly glowing bowstring is twined from the hair of a lillend. When strung on a bow, a tuned bowstring also functions as a masterwork stringed instrument, granting the wielder an enhancement bonus on Performance (string) checks equal to the bow's enhancement bonus (if any). A tuned bowstring produces a perfect note with every arrow fired by its wielder, allowing a character with the bardic performance class feature to maintain a performance in combat without expending rounds of bardic performance as long as she fires at least one arrow each round. Activating a bardic performance or switching to a different performance still costs a round of bardic performance. CONSTRUCTION REQUIREMENTS I COST 9,000 GP Craft Wondrous Item, exquisite accompaniment"M, creator must have the bardic performance class feature to learn them. Whether hurling magical arrows at foes, enchanting the ammunition of allies' ranged attacks, or healing fellows from afar, spellcasters specializing in ranged combat can take advantage of the following new spells.
AUGMENTING WALL School evocation [see text]; Level magus 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 1 O ft/level) Effect 20-ft.-high wall of energy whose area is up to one 10-ft.
square/level Duration 1 round/2 levels (see text) Saving Throw none (object); Spell Resistance no (object)
You create a wall of faintly shimmering elemental energy. Upon casting the spell, choose either acid, cold, electricity, or fire. The spell gains the chosen descriptor, and any thrown weapons or ammunition that pass through the augmenting wall as part of a ranged attack deal 1d6 points of energy damage of the specified type in addition to their normal damage. The wall has no effect on melee weapons or items not thrown as part of an attack.
As you cast the spell, you can limit the wall so that it only affects ranged weapons passing through it in the direction of your choice. Doing so halves the spell's duration.
BLOODY ARROWS School necromancy; Level anti paladin 3, inquisitor 3, magus 3, ranger 3, shaman 4, sorcerer/wizard 4, witch 4 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one willing creature Duration 1 round/level Saving Throw none (harmless); Spell Resistance no (harmless) Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of bleed damage. Unlike most bleed damage, the bleed damage dealt by the subject of this spell is cumulative up to an amount equal to 1/2 your caster level (to a maximum of 5 points of bleed damage at 10th level).
CALM AIR School abjuration [air]; Level druid 4, sorcerer/ wizard 5, summoner 4 Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft/level) Area cylinder (5-ft./level radius, 40 ft. high)
Duration 10 minute/level (D) Saving Throw none (object); Spell Resistance no (object) This spell calms the air and disperses fog, dust, and other particles. The wind force in the area is reduced in strength by one step per 4 caster levels (to a minimum wind force of light) and clouds are dispersed, although parts of nonmagical clouds that extend beyond the area are not affected. If a magical cloud or wind's point of origin is inside the area of a calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect. Magical wind and cloud effects are suppressed only if you succeed at a caster level check (DC 11 + effect's caster level). You can move the calm air effect by concentrating as a standard action.
CONVERSING WIND School transmutation [air]; Level bard 4, sorcerer/wizard 4 Duration 1 hour/level (D)
This spell functions as whispering wind, except it can carry responses and doesn't end after delivering its first message. After the wind completes its initial message, it waits for 1 round, then copies what it hear, and returns at the same speed and by the same route. It delivers what it heard to the location where the spell was originally cast. The wind continues back and forth in this way until the duration ends or the spell is dismissed.
RAIN OF ARROWS School conjuration (creation); Level sorcerer/wizard 8 Casting Time 1 standard action Components V, S, M (a quiver full of 20 arrows worth 1 gp) Range long (400 ft. + 40 ft/level) Effect 15-ft.-radius cloud of arrows Duration instantaneous Saving Throw Reflex halves; Spell Resistance no You point your finger and conjure a cloud of magical arrows that rain down on any creatures and objects in the indicated area. You must have line of sight to the intended area. The arrows deal 1d6 points of piercing damage per caster level (maximum 20d6) to each creature and object in a 15-foot radius centered on the targeted square or intersection.
If the arrows used as a material component are all made of the same material (such as cold iron), the arrows created by the spell are also made of that material.
TELEKINETIC VOLLEY School transmutation; Level mag us 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range touch Targets up to one touched object per level weighing up to 5 lbs. each Duration 1 round/level or until discharged (D) Saving Throw none (object); Spell Resistance no (object) The touched items levitate in your space. When you cast the spell and once per round thereafter, you can launch one item at a target of your choice as a standard action. The ranged attack is made as if you had thrown the item unless it's ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt), a halfling sling staff (if a sling bullet), a blowgun (if a blowgun dart), a composite longbow with a +2 Strength rating (if an arrow), an atlatlu' (if an atlatl dart), or a pistolu' (if a firearm bulletu'). A firearm pelletu' launched by the spell functions as a shuriken.
When you launch ammunition with this spell, you don't take a penalty on your attack rolls for lacking proficiency with the ammunition's weapon; you do, however, take the usual -4 penalty for throwing an improvised weapon if you launch an item not intended to be used as a weapon. The attack roll uses your caster level in place of your base attack bonus and your Intelligence or Charisma modifier (whichever is higher) in place of your Dexterity modifier. Range increment and proficiency penalties apply as normal. The attack has an effective Strength bonus, if applicable, equal to the higher of your Intelligence and Charisma modifiers. The spell is discharged when all touched items have been launched.
SUMMONED CREATURES WITH RANGED ATTACKS The following creatures can be summoned with a summon monster or summon nature's ally spell (at the GM's discretion) so you can bring their ranged attacks to bear against your foes and make use of their special abilities in ranged combat. For more information, refer to the individual monster's entry in the Pathfinder RPG Bestiary.
Summon Monster II Giant spider Summon Monster Ill Lantern archon Summon Monster IV Hell hound Mephit Summon Monster V Bralani (azata) Xiii Summon Monster VI Erinyes (devil) Lillend (azata) Succubus (demon) Summon Monster VII Bebilith Vrock (demon) Summon Monster VIII Barbed devil Hezrou (demon) Summon Monster IX Ghaele (azata) Nalfeshnee (demon) Trumpet archon Summon Nature's Ally I Mite Summon Nature's Ally II Giant spider Summon Nature's Ally IV Mephit Satyr Summon Nature's Ally V Cyclops Ettin Manti core Summon Nature's Ally VI Hill giant Stone giant Summon Nature's Ally VII Fire giant Frost giant Summon Nature's Ally VIII Cloud giant Summon Nature's Ally IX Pixie (w/irresistible dance and sleep arrows) Storm giant The bigger they are, the harder they fall! With Pathfinder Player Companion: Giant Hunter's Handbook, you'll be toppling titans, confounding ettins, and burying hill giants in style. This action-packed Player Companion - empowers your adventurer with all-new goliath-slaying feats, spells, magic items, traits, and character options, plus tips and tactics to outlast even the most forceful adversaries. Giant Hunter's Handbook is the perfect accessory for players of the Giantslayer Adventure Path!
Would You Like to Know More9 The weapons, tricks, and tools in Ran13ed Tactics Toolbox include everything you need to be a competent ranged combatant. If you're looking to take your tactical acumen even further to press you advantage, be sure to check the following other great Pathfinder RPG resources.
Make a ranged combatant who lives up to the name! Whether you're firing arrows or bullets, the gunslinger class and the 80 character archetypes in Pathfinder RPG Ultimate Combat will help you find your mark!
Access an arsenal of for melee or ranged situations with Pathfinder RPG Ultimate Equipment.
Packed with nearly 400 pages of weapons, armor, and ammo, this book is key for all adventuring occasions!
tactics with the addition of a familiar or animal companion ally. Make sure your bestial buddy stands up to the test with the new options in Pathfinder Player Companion: Animal Archive.
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