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
Shopkeeper: Fonkin Dulunsna
Type
Shop, Generic
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