Ammunition
Arrows
Ammunition used by bows. Arrows are made of 3 parts, the Head, the Shaft and Fletching. You can take only 1 Shaft and 1 Fletching modification per missile.Arrow Types and Modifications:
Base Arrow, 0.05 gp, 0.15 lbs, Piercing Damage, No Additional Effects.Alternate Heads
Blunt Arrowhead, 0.1 gp, 0.15 lbs, Bludgeoning Damage, -4 to attack(Non-Lethal Only).Serrated Arrowhead, 0.1 gp, 0.15 lbs, Slashing Damage, No Additional Effects.
Barbed Arrowhead, 0.1 gp, 0.15 lbs, Piercing Damage, Grapple(When Rope Tied to It).
Corkscrew Arrowhead, 0.2 gp, 0.15 lbs, Piercing Damage, Ignores the first 30-ft of underwater penalty and reduces any underwater penalties beyond to a cumulative -1 penalty.
Trip Arrowhead, 25 gp, 0.15 lbs, No Damage, Trip Attack with CMB + 5, No Head Modifications.
Bullrush Arrowhead, 25 gp, 0.15 lbs, No Damage, Bullrush Attack with CMB + 5, No Head Modifications.
Dirty Trick Arrowhead, 25 gp, 0.15 lbs, No Damage, Dirty Trick Attack with CMB + 5, No Head Modifications.
Disarm Arrowhead, 25 gp, 0.15 lbs, No Damage, Disarm Attack with CMB + 5, No Head Modifications.
Raining Arrowhead, 30 gp, 0.30 lbs, Piercing Damage, Holy Water, -2 to attack, No Head Modifications.
Dye Arrowhead, 1 gp, 4 lbs, No Damage, Ranged Touch attack to mark target with dye, No Head Modifications.
Incendiary Arrowhead, 0.5 gp, 0.15 lbs, -1 to attack, Piercing Damage, when lit deals +1 fire damage, No Head Modifications.
Slowburn Arrowhead, 30 gp, 0.30 lbs, -1 to attack, Piercing Damage, deals 1d6 fire damage to target 1 round after impact, No Head Modifications.
Blinding Arrowhead, 25 gp, 0.15 lbs, Bludgeoning Damage, on hit Reflex Save DC 15 or be Blinded 1 Round, No Head Modifications.
Fire Arrowhead, 50 gp, 0.15 lbs, Piercing Damage, deals additional 1d4 fire damage, No Head Modifications.
Acid Arrowhead, 50 gp, 0.15 lbs, Piercing Damage, deals additional 1d4 acid damage, No Head Modifications.
Cold Arrowhead, 50 gp, 0.15 lbs, Piercing Damage, deals additional 1d4 cold damage, No Head Modifications.
Shock Arrowhead, 50 gp, 0.15 lbs, Piercing Damage, deals additional 1d4 electricity damage, No Head Modifications.
Splintercloud Arrowhead, 25 gp, 0.15 lbs, Piercing Damage, 5-ft burst of 1d3 Piercing damage on hit (Reflex DC 18 negates), No Head Modifications.
Smoke Arrowhead, 10 gp, 0.15 lbs, Piercing Damage, creates a 5-ft cube of impact, No Head Modifications.
Tangleshot Arrowhead, 20 gp, 0.15 lbs, No Damage, Ranged Touch attack, sticks target with adhesive. Range Increment reduced by half, No Head Modifications.
Thistle Arrowhead, 1 gp, 0.15 lbs, Piercing Damage, 1 point of damage for 1d6 rounds, 1d3 points of damage when pulled free as a move action. DC 15 Heal Check to remove as a standard action, No Head Modifications.
Flechete Arrowhead, 15 gp, 1.5 lbs, Piercing Damage, damage die reduced by 1 size, does base dmg before 15-ft, at 15-ft creates a 15-ft cone, separate attack against all in cone, after 30-ft falls harmlessly to ground. -2 penalty to Fly checks until damage from cone attack is healed, No Head Modifications.
Weighted Arrowhead, 25 gp, 6lbs, Piercing Damage, -2 to attack due to heavy chain attached, On hit -3 Penalty to Fly and Swim checks until removed with DC 20 Heal Check or DC 15 Strength check(Stacks), No Head Modifications.
Head Modifications
Heavy, +0.2 gp, +0.15 lbs, Weighted Swing Attribute, -1 to attack.Bleeding, +10 gp, +0 lbs, 1 Bleed Damage on hit(Not Multiplied on Crit).
Pronged, +0.1 gp, +0 lbs, +1 to attack vs smaller size category creatures, damage die reduced by 1 size.
Flight, +1 gp, +0 lbs, +20-ft to range increment(longbows), +10-ft to range increment(shortbows), deal damage as one size smaller.
Lodestone, +10 gp, +0 lbs, When magnetized +4 to attack vs metal but deal half damage.
Pheromone, +15 gp, +0 lbs, Hits grant creatures with Sense +2 to hit against target for 1 hour.
Whistling, +2 gp, +0 lbs, Emits an audible sound heard within 500-ft of flight path, also takes up the Fletching modification as shown below.
Shaft Modifications
Durable, +1 gp, +0 lbs, Shaft is not destroyed unless directly broken, Magical Properties only last for 1 use.Splintering, +5 gp, +0 lbs, Shaft is destroyed on impact embedding the Head in the target. The Target's Max HP is reduced by the damage dealt until the Head is removed as a full round action Heal check with a DC of 15. The Head can be recovered but must be made into new arrows to be used again.
Fletching Modifications
Stable, +1 gp, +0 lbs, Reduce Range Increment cumulative penalty to -1 from -2.Distance, +0.1 gp, +0 lbs, Range Increment increased by 10-ft, deal 1 less damage per increment.
Whistling, +2 gp, +0 lbs, Emits an audible sound heard within 500-ft of flight path, also counts as a Head modification as shown above.
Bolts
Ammunition used by Crossbows. Bolts are made of 3 parts, the Head, the Shaft and Fletching. You can take only 1 Shaft and 1 Fletching modification per missile.Bolt Types and Modifications:
Base Bolt, 0.1 gp, 0.1 lbs, Piercing Damage, No Additional Effects.Alternate Heads
Blunt Bolt, 0.1 gp, 0.1 lbs, Bludgeoning Damage, -4 to attack(Non-Lethal Only).Serrated Bolt, 0.1 gp, 0.1 lbs, Slashing Damage, No Additional Effects.
Barbed Bolt, 0.1 gp, 0.1 lbs, Piercing Damage, Grapple(When Rope Tied to It).
Corkscrew Bolt, 0.2 gp, 0.1 lbs, Piercing Damage, Ignores the first 30-ft of underwater penalty and reduces any underwater penalties beyond to a cumulative -1 penalty.
Trip Bolt, 25 gp, 0.1 lbs, No Damage, Trip Attack with CMB + 5, No Head Modifications.
Bullrush Bolt, 25 gp, 0.1 lbs, No Damage, Bullrush Attack with CMB + 5, No Head Modifications.
Dirty Trick Bolt, 25 gp, 0.1 lbs, No Damage, Dirty Trick Attack with CMB + 5, No Head Modifications.
Disarm Bolt, 25 gp, 0.1 lbs, No Damage, Disarm Attack with CMB + 5, No Head Modifications.
Raining Bolt, 30 gp, 0.20 lbs, Piercing Damage, Holy Water, -2 to attack, No Head Modifications.
Dye Bolt, 1 gp, 2 lbs, No Damage, Ranged Touch attack to mark target with dye, No Head Modifications.
Incendiary Bolt, 0.5 gp, 0.10 lbs, -1 to attack, Piercing Damage, when lit deals +1 fire damage, No Head Modifications.
Slowburn Bolt, 30 gp, 0.2 lbs, -1 to attack, Piercing Damage, deals 1d6 fire damage to target 1 round after impact, No Head Modifications.
Blinding Bolt, 25 gp, 0.1 lbs, Bludgeoning Damage, on hit Reflex Save DC 15 or be Blinded 1 Round, No Head Modifications.
Fire Bolt, 50 gp, 0.1 lbs, Piercing Damage, deals additional 1d4 fire damage, No Head Modifications.
Acid Bolt, 50 gp, 0.1 lbs, Piercing Damage, deals additional 1d4 acid damage, No Head Modifications.
Cold Bolt, 50 gp, 0.1 lbs, Piercing Damage, deals additional 1d4 cold damage, No Head Modifications.
Shock Bolt, 50 gp, 0.1 lbs, Piercing Damage, deals additional 1d4 electricity damage, No Head Modifications.
Splintercloud Bolt, 25 gp, 0.1 lbs, Piercing Damage, 5-ft burst of 1d3 Piercing damage on hit (Reflex DC 18 negates), No Head Modifications.
Smoke Bolt, 10 gp, 0.1 lbs, Piercing Damage, creates a 5-ft cube of impact, No Head Modifications.
Tangleshot Bolt, 20 gp, 0.1 lbs, No Damage, Ranged Touch attack, sticks target with adhesive. Range Increment reduced by half, No Head Modifications.
Thistle Bolt, 1 gp, 0.1 lbs, Piercing Damage, 1 point of damage for 1d6 rounds, 1d3 points of damage when pulled free as a move action. DC 15 Heal Check to remove as a standard action, No Head Modifications.
Flechete Bolt, 15 gp, 1 lbs, Piercing Damage, damage die reduced by 1 size, does base dmg before 15-ft, at 15-ft creates a 15-ft cone, separate attack against all in cone, after 30-ft falls harmlessly to ground. -2 penalty to Fly checks until damage from cone attack is healed, No Head Modifications.
Weighted Bolt, 25 gp, 4.5lbs, Piercing Damage, -2 to attack due to heavy chain attached, On hit -3 Penalty to Fly and Swim checks until removed with DC 20 Heal Check or DC 15 Strength check(Stacks), No Head Modifications.
Head Modifications
Heavy, +0.2 gp, +0.1 lbs, Weighted Swing Attribute, -1 to attack.Bleeding, +10 gp, +0 lbs, 1 Bleed Damage on hit(Not Multiplied on Crit).
Pronged, +0.1 gp, +0 lbs, +1 to attack vs smaller size category creatures, damage die reduced by 1 size.
Flight, +1 gp, +0 lbs, +20-ft to range increment, deal damage as one size smaller.
Lodestone, +10 gp, +0 lbs, When magnetized +4 to attack vs metal but deal half damage.
Pheromone, +15 gp, +0 lbs, Hits grant creatures with Sense +2 to hit against target for 1 hour.
Whistling, +2 gp, +0 lbs, Emits an audible sound heard within 500-ft of flight path, also takes up the Fletching modification as shown below.
Shaft Modifications
Durable, +1 gp, +0 lbs, Shaft is not destroyed unless directly broken, Magical Properties only last for 1 use.Splintering, +5 gp, +0 lbs, Shaft is destroyed on impact embedding the head in the target. The Target's Max HP is reduced by the damage dealt until the head is removed as a full round action Heal check with a DC of 15. The head can be recovered but must be made into new arrows to be used again.
Fletching Modifications
Stable, +1 gp, +0 lbs, Reduce Range Increment cumulative penalty to -1 from -2.Distance, +0.1 gp, +0 lbs, Range Increment increased by 10-ft, deal 1 less damage per increment.
Whistling, +2 gp, +0 lbs, Emits an audible sound heard within 500-ft of flight path, also counts as a Head modification as shown above.
Bullets
Ammunition used by Firearms.Cartridges
Ammunition used by Explosive Weapons. Cartridges are Alchemical Creations. These are for Dragonfire weapons unless specified otherwise. You can take only 1 Cartridge Modification per cartridge.Cartridge Types and Modifications:
Heat Cartridge(Base), 30 gp, - lbs, Fire Damage, No Additional Effects.Frigid Cartridge, 30 gp, - lbs, Cold Damage, No Additional Effects.
Shock Cartridge, 30 gp, - lbs, Electricity Damage, No Additional Effects.
Acid Cartridge, 30 gp, - lbs, Acid Damage, No Additional Effects.
Sonic Cartridge, 30 gp, - lbs, Sonic Damage, No Additional Effects.
Airburst Cartridge, 30 gp, - lbs, Slashing Damage, No Additional Effects.
Shrapnelshot Cartridge, 30 gp, - lbs, Piercing Damage, No Additional Effects.
Watercannon Cartridge, 30 gp, - lbs, Bludgeoning Damage, No Additional Effects.
Force Cartridge, 100 gp, - lbs, Force Damage, Reduces Die Size by 2.
Positive Cartridge, 100gp, - lbs, Positive Energy Damage, Reduces Die Size by 2.
Negative Cartridge, 100gp, - lbs, Negative Energy Damage, Reduces Die Size by 2.
Meteoric Cartridge(Meteoric Only), 45 gp, - lbs.
Skypiercer Cartridge(Skypiercer Only), 45 gp, - lbs. Igniting Cartridge, 45gp, - lbs, Fire Damage, Reduces Die Size by 1 but Ignites for 1d6 Rounds on Failed Save.
Blinding Cartridge, 45 gp, - lbs, Fire Damage, Reduces Die Size by 1 but Blinds for 1d3 Rounds on Failed Save.
Slowing Cartridge, 45 gp, - lbs, Cold Damage, Reduces Die Size by 1 but Reduces Speed by 10ft for 1d6 Rounds on Failed Save.
Staggering Cartridge, 45 gp, - lbs, Cold Damage, Reduces Die Size by 1 but Staggers for 1d3 Rounds on a Failed Save.
Entangling Cartridge, 45 gp , - lbs, Cold Damage, Reduces Die Size by 1 but Entangles for 1d4 Rounds on Failed Save.
Dazing Cartridge, 45 gp ,- lbs, Electricity Damage, Reduces Die Size by 1 but Dazes for 1d6 Rounds on a Failed Save.
Stunning Cartridge, 60 gp, - lbs, Electricity Damage, Reduces Die Size by 2 but Stun's for 1 Round on Failed Save.
Caustic Cartridge, 45 gp, - lbs, Acid Damage, Reduces Die Size by 1 but -2 AC for 1d4 Rounds on Failed Save.
Sickening Cartridge, 45 gp, - lbs, Acid Damage, Reduces Die Size by 1 but Sickens for 1d6 Rounds on Failed Save.
Nausteating Cartridge, 45 gp, - lbs, Acid Damage, Reduces Die Size by 1 but Nauseates for 1d4 Rounds on a Failed Save.
Pushing Cartridge, 45 gp, - lbs, Sonic Damage or Bludgeoning, Reduces Die Size by 1 but Pushes up to 1 Size Bigger 5-ft on Failed Save.
Proning Cartridge, 45 gp, - lbs, Sonic Damage or Bludgeoning, Reduces Die Size by 1 but Prones on Failed Save.
Deafening Cartridge, 45 gp, - lbs, Sonic Damage, Reduces Die Size by 1 but Deafens for 1d3 Rounds on Failed Save.
Cartridge Modifications
Wide, x2 gp, - lbs, Becomes 10-ft cone instead, Ignition cone size increased by 5-ft.Long, x2 gp, - lbs, Becomes a 15-ft line instead, Ignition cone size increased by 5-ft.
Hurl, x2 gp, - lbs, Becomes a target within 30-ft, Ignition becomes a lobbed 10-ft radius explosion with a range of 30-ft.
Sniper, x3 gp, - lbs, Becomes a target within 60-ft, Ignition becomes a lobbed 5-ft radius explosion with a range of 60-ft.
Volatile, x3 gp, - lbs, Increase Die Size by 1.
Focused, x4 gp, - lbs, Increase Die Size by 2, Ignition cone size decreased by 5-ft.
Amplified, x2 gp, - lbs, Increase Save DC by 2.
Related: Explosive and Morphic Weapons
Remove these ads. Join the Worldbuilders Guild




Pog