Magic Ammunition

Not everyone who wants the protection of enchanted weaponry likes to fight on the front lines. For the discerning ranged combatant, many cities, treasure hoards and random bandits contain a variety of ways to get the thrill of magic weaponry from the safety of somewhere behind the paladin.

Magic arrows are usually crafted that way, but sometimes you may find arrows that have had the flights or arrowhead swapped out with an enchanted material. Knives, javelins, hatchets and the like are usually coated with a special ink, paint or woad, since its rarely worth the effort to smith a whole new hatchet that’s only going to be magical the first time you use it. Exceptions for both cases exist, and when it comes to slingstone, you’re just as likely to find fully enchanted ammunition as you are coated ammo.

All magical ammunition, regardless of tier, increases your crit range by one. As a general rule, Adventurer tier ammo is 25 GP per shot, Champion tier ammo is 50 GP per shot, and Epic tier ammo is 100 GP per shot, though this can vary.





Ammo Type
Benefit
Tier
 Keen  Expand crit range by 1 additional point
 A
 Lethal Strike
 Deal an additional 1d10 damage per tier
 Any
 Lucky Stray
 On a miss, make a basic attack against near target or target along line of sight
 A
 Seeking  +4 damage on a miss (Champion +10, Epic +25)
Any
 Twin  Make a second attack with a bonus of +8 instead of your normal bonus (Champion: +12, Epic: +16)
Any
 Flaming  Deal 8 extra ongoing fire damage on a hit (Epic: 20)
C, E
 Death  Drops an enemy at 40 or less HP to 0. Can be recovered if it doesn’t drop enemy.
E
 Uncanny Target your enemies lowest defense.
E
 Energy  Deals damage of the enchanted energy type (acid, cold, fire, holy, lightning, thunder)
 A
 Forceful Impact
When you hit, the target pops free from all enemies engaged with it.
 A
 Nemesis You may reroll the attack once if it misses. All enemies of the target type get to reroll once as well. If two ammo used, enemies get to reroll each attack. Enemy types: Dragon, Giant, Orc, Undead
 A
 Vulnerability  Enemies of same tier as the ammo or lower are vulnerable to all attacks until the start of your next turn
 Any
 Wing-clipper  Enemies of same tier as the ammo or lower loses the ability to fly (save ends) and must attempt to land during their next turn.
 Any
 Spellbound  Close spells cast into arrow use the arrow’s target as the spell’s origin point. Arrows can only hold a spell for one additional round and can only hold a spell equivalent to the tier of the spell level the spell was cast at.
 Any
 Incineration  Creatures of the same tier as the ammo or lower are reduced to ash upon death and cannot rise as undead or be possessed.
Any
 Dolorous  Target takes 50 damage every day, no save, and cannot remove the arrow
 E
 Bitter  A target struck by these missiles takes a -2 penalty to all saves until the end of their next turn.
 A
 Explosive Hit or miss, deal 1d6 damage to any other foe near to the original target (Champion: 2d6 to two nearby enemies, Epic: 3d6 to three nearby enemies)
 Any
 Stone-Piercing  This ammo can pass through solid stone, though it provides no ability to see through stone.
 A
 Elf-Shot  If you’re attacking from ambush, you gain a +5 bonus to your attack roll
A
 Swift-Shot Once per battle, when using Elven Grace, use this ammo and do not raise your Elven Grace die size by one. Only works with Elven Grace.
 A
 Bolt of the Legion
 Deal +1d6 on a hit and any allies who make ranged attacks against the same target also deal +1d6, until the beginning of your next turn or an ally misses.
 A
 Missile of Challenge
 A paladin with the Paladin’s Challenge talent (and only a paladin with said talent) may choose to challenge a foe hit with this ammo as if they had struck the enemy with a melee attack
A
 Quickling
 You can attack during an ambush regardless of your initiative
 A
 Ghost  This ammo deals force damage, allowing it to strike incorporeal enemies with resist damage.
 C
 Serpent  Deal an additional 5 ongoing poison damage (15 ongoing poison). On a miss, the ammo becomes a snake. Each round, on the initiative it was fired, the snake makes an attack with +10 to hit that deals 5 ongoing damage (Epic: +15 vs. AC, 15 ongoing poison) until the target either moves away or spends an action killing it.
 C, E
 Biting Skull
 Animated skulls on the ammo bite and shriek distractingly, decreasing the target’s initiative by 4 when the ammo hits.
 A
 Mortal  Damage caused by this arrow requires two points of healing to recover each point of damage dealt.
 C
 Barbed Disruption
 Enemies hit with this arrow no longer count as allies and cannot benefit from group abilities, bard songs and similar abilities. Hard save (16+) on your initiative ends.
 A
 Judgment  When you hit with this ammo, receive brief insight into the foe (something they’ve done recently, their plans, or their stake in the battle) and choose to do an additional +1d6 (Champion: +2d6, Epic: +4d6) holy damage or deal miss damage instead of normal damage.
 Any
Courage  This ammo deals +2d10 damage when it strikes a foe at a higher tier than the attacker
 A
 Assassin’s Ammo
 +1d10 damage if fired during a surprise round. Rogues may always apply sneak attack damage with this ammo.
 A
 Invisibility  If you miss with this arrow, you become invisible until the end of your next turn or you next attack, whichever comes sooner.
 A
 of the Three
 Deal an additional +1d6 fire, lightning or acid damage, chosen when fired. (Champion: +2d6, Epic: +3d6)
 Any

Magic Ammunition

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