Held in
a well used leather case, this masterly crafted pine box is covered in expert
wood carvings showing a father teaching his son to use a bow. When the images are followed in proper order
the final image shows the elderly father gifting his son with an open box
containing three arrows. The Sniper Toolbox holds three specialty arrows in a
staggered row, snapped into place to prevent jostling. The arrows are always of at least masterwork
quality and replenish at dawn each day. Any
arrow removed from the toolbox will turn into a normal wooden arrow if not fired
from a bow within an hour of removal. Spell
affected arrows only maintain their enchantment for the duration of the spell.
1
|
Whipwood
|
2
|
Blood
Crystal
|
3
|
Elysian
Bronze
|
4
|
Fire-forged
steel
|
5
|
Silversheen
|
6
|
Cold
Iron
|
7
|
Frost-forged
steel
|
8
|
Living
steel
|
9
|
Viridium
|
10
|
Adamantine
|
Further the
arrows are enchanted with one of the following spells from Deep Magic’s Elven
Archer Spell list, page 91:
Die
|
Spell
|
Die
|
Enhancement Bonus
|
1
|
Arrow
of the Animal Spirit EA4, Druid Ranger 5
|
1
|
0
|
2
|
Heartstrike
EA1, Druid Ranger 2
|
2
|
0
|
3
|
Seeker’s
Arrow EA2, Druid Ranger 3
|
3
|
0
|
4
|
Slice
the Air EA1, Druid Ranger 2
|
4
|
+1
|
5
|
Ghostly
Arrow EA2, Druid Ranger 3
|
5
|
+2
|
6
|
Ice
Arrow EA4, Druid Ranger 5
|
6
|
+3
|
School
transmutation; Level elven archer 4, druid/shaman 5
Casting
Time 1 standard action Components V, S,
F (an arrow or bolt), DF
Range
touch Target one touched arrow or bolt Duration 1 round Saving Throw none; SR no
You bind
powerful animal spirits to an arrow, which you must loose during your next turn
for the spell to take effect. If the arrow strikes, ghostly wolves, bears,
aurochs, or wildcats appear around its shaft and attack the target. The arrow’s
successful hit deals 6d6 hp damage; in addition, you may make a combat maneuver
check for the ghostly animals and add a +10 competency bonus to your CMB. This
maneuver may be a bull rush, grapple (1 round), trip, or feint. Regardless of whether you make a successful combat
maneuver check, the terrible, ghostly spirits cause a struck target to be
frightened for a number of rounds equal to your caster level.
Mythic:
You can target a number of arrows or bolts equal to your mythic tier. You must
loose these arrows or bolts in the next minute for the ghostly animals to
attack. Augmented (4th): Augmented
(4th): You can expend two uses of mythic power to increase the competence bonus
to CMB for a bull rush, grapple, or feint you make with these arrows by a
number equal to your mythic tier.
HEARTSTRIKE
School
divination; Level druid/shaman 2, elven archer 1,ranger 2
Casting
Time 1 swift action Components V, S, F
(an arrow or bolt), DF
Range
personal Duration see text
The
spirits of ancient elven warriors carry your next shot true and straight. Your
next bow or crossbow ranged attack roll (if it is made within the same round as
the spell is cast) gains a +10 insight bonus.
Additionally, your ranged attack is not affected by any miss chance
applying to concealed targets, including total concealment.
SEEKER’S ARROW
School
transmutation; Level druid/shaman 3, elven archer 2, ranger 3 Casting Time 1 round Components V, S, F (an arrow or bolt), DF
Range
touch Target one touched arrow or bolt Duration 1 hr./level Saving Throw no; SR no
You make
a spiritual bond with one of your arrows, which you—and only you—then can fire
at an enemy creature. If this arrow hits, the target must make a DC 15Will
save. If the save fails, the spiritual bond transfers from the arrow to the target
and you gain a constant awareness of the creature’s presence, even after the
creature has extracted and discarded your arrow. If the creature is invisible
and within 300 ft., you sense the exact square it is in, but you cannot see it.
You also gain a +10 to Survival checks to track this enemy, and you always know
in which direction your target lies. This
bond lasts as long as the target is within a number of miles equal to 10× your
caster level (for example, within 30 miles for a 3rd-level caster).
SLICE THE AIR
School
transmutation; Level druid/shaman 2, elven archer 1, ranger 2
Casting
Time 1 swift action Components V, S, F (an arrow or bolt), DF
Range
touch Target one touched arrow or bolt
Duration 1 round Saving Throw none; SR no
The next
arrow or bolt you shoot completely ignores all natural winds, from gentle
breezes to tornado-force winds. The spell reduces the effects of magical winds
by one category (see Pathfinder RPG Core Rulebook). If you do not make a shot
within one round of casting, the spell dissipates.
GHOSTLY ARROW
School
transmutation; Level druid/shaman 3, elven archer 2, ranger 3
Casting
Time 1 round Components V, S, F (an arrow or bolt), DF
Range
touch Target arrows or bolts touched Duration 1 round/level Saving Throw none;
SR no
Arrows
you fire while this spell lasts gain the spiritual power of the forest; they
become misty and insubstantial while in flight. They return to normal when they
strike a foe’s corporeal body. Arrows that miss are lost. Attacking with
ghostly arrows requires a successful touch attack. The arrows ignore any AC
bonuses from armor or cover from intervening creatures or terrain.
ICE ARROW
School
evocation [cold]; Level elven archer 4, sorcerer/ wizard 5
Casting
Time 1 standard action Components V, S,
M (a small crystal or glass arrow)
Range
close (25 ft. + 5 ft./2 levels) Target
up to four creatures, no two of which can be more than 15 ft. apart Duration instantaneous; 1 round/level (see
text) Saving Throw none; SR yes
An arrow
of pure ice launches from your fingertip (arrow transforms upon firing) . Upon
a successful ranged touch attack the arrow erupts, enveloping the target in a
blast that deals 5d6 hp cold damage. Furthermore, creatures up to Large size
that are struck by the arrow are encased in a block of ice for 1 round/level.
Each round, the subject may use a full-round action to attempt a Strength check
against the spell’s DC to break free of the ice. Encased creatures cannot take any
actions other than breaking free, and the encasing ice provides DR 10/—. Any
melee attack or spell that damages the creature shatters the ice block, freeing
it. Additionally, creatures that are not threatened may, as a full-round
action, attempt a Strength check against this spell’s DC to break the ice and
free the target. For every five caster levels beyond 5th, you gain an additional
ice arrow (two at 10th level, three at 15th level, and the maximum of four at
20th). You may target the same creature with more than one arrow, but once a creature
is successfully struck and encased in ice, any additional arrows targeting it
are wasted.
A print out of this item will be given to you on Sunday Tony
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