Bleeding Arrow

This sharpened hollow tube looks like it was originally a narrow proboscis on some giant insect, but it actually comes from a strange carnivorous plant.

Benefit: A bleeding arrow deals normal damage when it hits a creature. Each round thereafter, the creature bleeds for 1 point of damage until the bleeding is stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. A critical hit does not multiply the bleed damage. Creatures immune to critical hits (such as plants and constructs) are immune to the bleed damage dealt by this weapon.

Enhancements

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel 360 gp 366 gp 5 1
Adamantine 420 gp 5 1 Bypass hardness less than 20
Bone
Iron, Cold 362 gp 366 gp 5 1 Magical enchantments cost an additional 2,000 gp
Mithral 435 gp 5 1 1/2 weight
Silver, Alchemical 362 gp 368 gp 5 1 −1 damage
1Masterwork weapons have a +1 enhancement bonus on attack rolls.
Weapon Enhancements
Bonus Value Additional Cost 1 Hardness Increase 2 Additional HP 2
+1 +40 gp +2 +10
+2 +160 gp +4 +20
+3 +360 gp +6 +30
+4 +640 gp +8 +40
+5 +1,000 gp +10 +50
+6* +1,440 gp 3 +12 +60
+7* +1,960 gp gp 3 +14 +70
+8* +2,560 gp gp 3 +16 +80
+9* +3,240 gp gp 3 +18 +90
+10* +4,000 gp gp 3 +20 +100
1 Increase total cost for magical enhancement by 40 gp for cold iron weapons
2 Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities
3 If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.
4 This Is the Price for 1 each.

Chance to break

Ammunition has 50% chance to break when it misses if it hits a target its permanently damaged/ lost

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