Ranger's Ranged Weapons

RANGER'S RANGED WEAPONS

A small and square sized yellow brick building that looks perfectly average. A sign hangs on the front of the door with the store's name: "Ranger's Range Weapons." Everything seems perfectly normal.  

INVENTORY

SPECIALTY WEAPONS BONUS COST
Hollyswirl's Shocking Heavy Crossbow +1 2, 350 GP
Hollyswirl's Icy Burst Longbow +2 8, 375 GP
Hollyswirl's Flaming Light Crossbow +1 2, 235 GP
Hollyswirl's Brilliant Energy Light Crossbow +4 32, 350 GP
Hollyswirl's Speed Light Crossbow +3 18, 350 GP

COMMON WEAPONS COST
Arrows (50) 302 GP
Crossbow Bolts (50) 305 GP
Throwing Axe 308 GP
Heavy Crossbow 350 GP
Light Crossbow 335 GP
Javelin 301 GP
Shortbow 330 GP
Sling 300 GP
Longbow 375 GP
Composite Longbow 400 GP
 
SERVICE COST
Weapon Repair 50 - 100 GP
Weapon Cleaning 25 GP
Enchantment 1,000 GP per +1


WEAPON EFFECTS 

Shocking

Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Icy Burst

An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

Flaming

Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Brilliant Energy

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

Speed

When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

Source:  Magic Weapons d20srd
Weapon Master/Owner: Thelsinda Hollyswirl
Shopkeeper: Fonkin Dulunsna
Type
Shop, Generic

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