Saturday, September 6, 2014

The Shudderwood Sniper Toolbox CL 12

                                                                                         
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
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

Arrow of the Animal Spirit
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.     

1 comment:

  1. A print out of this item will be given to you on Sunday Tony

    ReplyDelete