Weapon | Ammunition | Cost |
---|---|---|
Blowgun | Dart | 5 cp. |
Bow | Adamantine Arrow | 700 gp. |
Arrows | 5 cp. | |
Barbed Arrow | 1 sp. | |
Flight Arrow | 1 sp. | |
Incendiary Arrow | 5 sp. | |
Silver Arrow | 2 gp. | |
Crossbow | Acid Bolt | 40 gp. |
Bolt | 1 sp. | |
Fire Bolt | 20 gp. | |
Repeating Bolts | 2 sp. | |
Firearm | Bullet (Lead) | 2 cp. |
Gunpowder | 5 gp | |
Sling | Sling Bullet | 1 cp. |
Like arms and armor, ammunition can be masterwork as well. These ammunition pieces are a higher quality than your average bolt or arrow.
Masterwork Bonus | Extra Cost per Piece |
---|---|
+1 | +6 gp. |
+2 | +25 gp. |
+3 | +150 gp. |
When magic or masterwork ammunition misses its target, there's a 50% chance it breaks or is otherwise rendered useless. Magic or masterwork ammunition that hit its target always loses its magical or masterwork qualities. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
Ammunition can be enchanted to add extra damage or to create a magical effect. See Magical Weapons for a full description of rules around these types of ammunition. For reference, common types of ammo enchantments are listed below. All of these types of ammunition count as +1 masterwork/magical items.
Special Ability | Cost per Piece |
---|---|
Anarchic | 150 gp. |
Axiomatic | 150 gp. |
Bane | 150 gp. |
Brilliant Energy | 500 gp. |
Corrosive (Acid) | 25 gp. |
Distance | 25 gp. |
Flaming | 25 gp. |
Flaming Burst | 150 gp. |
Frost | 25 gp. |
Holy | 150 gp. |
Icy Burst | 150 gp. |
Seeking | 25 gp. |
Shock | 25 gp. |
Shocking Burst | 150 gp. |
Thundering | 25 gp. |
Unholy | 150 gp. |
This +1 sling bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Medicine check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Medicine check as a standard action).
This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 Wis save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object. Greater quality arrows have a DC 16 Wis save. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt.
One of these +2 bolts screams when fired, forcing all enemies within 20 feet of the path of the bolt to succeed on a DC 14 WIS save or add one level of fear. This is a mind-affecting fear effect.
This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Con save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Con saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. Greater quality arrows have a DC of 23.
d% | Designated Type or Subtype |
---|---|
01-05 | Aberrations |
06-09 | Animals |
10-16 | Constructs |
17-22 | Dragons |
23-27 | Elementals |
28-32 | Fey |
33-39 | Giants |
40 | Humanoids, aquatic |
41-42 | Humanoids, dwarf |
43-44 | Humanoids, elf |
45 | Humanoids, gnoll |
46 | Humanoids, gnome |
47-49 | Humanoids, goblinoid |
50 | Humanoids, halfling |
51-54 | Humanoids, human |
55-57 | Humanoids, reptilian |
58-60 | Humanoids, orc |
61-65 | Magical beasts |
66-70 | Monstrous humanoids |
71-72 | Oozes |
73 | Outsiders, air |
74-76 | Outsiders, chaotic |
77 | Outsiders, earth |
78-80 | Outsiders, evil |
81 | Outsiders, fire |
82-84 | Outsiders, good |
85-87 | Outsiders, lawful |
88 | Outsiders, water |
89-90 | Plants |
91-98 | Undead |
99-100 | Vermin |
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would deal damage it forces the target to make a DC 11 Wis save or fall asleep. Sleep Arrows cannot kill a target. If they inflict enough damage to reduce a target to 0 hp, instead of dying, the target falls asleep (no save).
Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt's damage, the target is entangled as if it had been hit by a tanglefoot bag.