BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Neverthere

Neverthere The bow appears as a bow hewn from a solid piece of fresh wood, the golden wood containing a slight greenish tinge. Despite appearing as a standard recurve bow of about 5’ in height, it shares its characteristics with a composite longbow. It is a strength bow and always adequate for the strength of the archer equal to their level +2. For example, if the archer is level five, the maximum strength bonus of the bow is +7. The base damage is 1d6(s), 1d8(m), 1d10(l).

Bow Benefits

  • 1. During combat, a single image is created within 10’ of the bow wielder. This image functions identically to a mirror image. If an image is brought down, it comes back at the beginning of the bow wielders next turn.
  • 1. +1 Enhancemrnt
  • 2. The bow wielder’s actual form is also displaced by about 2 feet. This offers a concealment bonus of 50%
  • 3. Archer now has 2 identical images. Images can be up to 15’ apart and one image will be within 15’ of the bow wielder. Archer has limited control over where they will appear. This effect is not random but somewhat subconscious. By this, the archer can control with minimal effort where the images are at.
  • 4. The archer can project her voice from any image at will. She can also sense the surroundings of an image as a free action as if she was standing there, though she can only do this of one image at a time.
  • 5. Archer now has 3 identical images. Images can be up to 30’ apart and one image will be within 30’ of the bow wielder. At the beginning of each of the bow wielder’s turns, she can have one image disappear and reappear within range.
  • 5. +2 Enhancement.
  • 6. During non-combat situations, the archer can keep a permanent image up which stands at a distance. Due to a glitch of the artifact, the image is 15’ forward and 10’ to the right or left. The archer is also invisible for this and gains a +20 to stealth.
  • 7. Archer now has 4 identical images. Images can be up to 60’ apart and one image will be within 60’ of the bow wielder. Images no longer disappear upon a successful attack.
  • 8. Escape: As a full round action, the archer can enable an invisibility spell to be cast on them along with a dimension door to up to 600 feet away. An image is left behind covering for the retreat. Each image will then make a single shot all at either sole target or individually at the closest available enemy, wielder’s choice. The shot is made at the full attack bonus of the archer and deals phantasmal damage. It deals full damage which fades to only 10% damage on the following round. The other 90% is illusionary damage. If the initial damage should ‘kill’ any of the targets, assuming they are at positive hit points after upon the next round (their initiative order will be moved just to following this event), they will wake up prone and stunned at the beginning of their turn.   Should the target have a reason to suspect the attack might be phantasmal or illusionary in nature, they can make a DC 20 will save to disbelieve. In this case, they gain a +4 AC to each attack and only take the 10% damage if hit.   This ability can be used three times per day.
  • 8. After the primary attack, or just before the primary attack, the archer can instantly move to a different location where one her images are at an attack from that position with no penalty from the movement. This move does not actually constitute a move for game purposes, it is as if the archer was standing still the entire time.
  • 9. Archer now has 5 identical images. Images can be up to 120’ apart and one image will be within 120’ of the bow wielder. At the beginning of each of the bow wielder’s turns, she can have two images disappear and reappear within range.
  • 10. Any time the archer is successfully attacked, at will, she can, at will, instantly relocate to another one of her images. Even on a multi-attack against her, she can instantly move after the first attack. This will work a maximum of 2 jumps per combat round.
  • 10. The archer gets a second jump during her attack. This usually occurs after the last attack for protection.
  • 11. Archer now has 6 identical images. Images can be up to 240’ apart and one image will be within 180’ of the bow wielder. At the beginning of each of the bow wielder’s turns, she can have three images disappear and reappear within range.
  • 11. +3 Enhancement.
  • 12. The archer can have a third jump during any time during her attack.
  • 13. Each image can now be moved up to 10’ a round as if the character is normally moving. At each level hereafter, another 10’ is added to the move until normal movement rates are attained.
  • 13. Shadow Image: Twice per day, the archer can designate one of her images as a shadow image. This is a swift action. This image will not move, will just stand and shoot as if the archer were shooting. The effects of each successful attack are as per the attacks listed under Escape. The image will stand in place attacking for the duration of the combat or until a successful strike is made against it, in which case it disappears. The archer can even depart the battle after setting up two images and they will keep attacking as long as there are targets and they are in combat.
  • 14. Full Escape: As the Escape ability gained at 8th level, except instead of a dimension door, a full teleport is cast. This can be utilized at will or as a contingency should the bow wielder’s hit points ever fall below a set value, usually 10 or 0. When set as a contingency, the destination is predetermined. This ability is usable once a day.
  • 15. The archer can have a fourth jump during any time during her attack.
  • 15. +4 Enhancement.
  • 16. Teleport Shot: Up to two attacks around can be shot from another image without ever being at that image’s location. This allows the image to stand on otherwise unfavorable locations like a lave bed.
  • 17. The archer can have a fifth jump during any time during her attack.
  • 18. Ethereal Shot: The archer can become ethereal once per day for the duration of the combat. All of her shots will instantly unphase upon firing and act as normal shots. (Or they can remain ethereal if that is needed.)
  • 19. The archer can have a sixth jump during any time during her attack.
  • 20. The archer can have a seventh jump during any time during her attack.
  • 20. +5 Enhancement.
  • Alignment Benefits

    The alignment benefits are primarily in the feats given. If the archer already possesses the feat, then no benefit is gained. A few feats have prerequisites and in those cases, the prerequisite is not gained either just because the bow grants a certain benefit.
  • 1. Point Blank Shot Feat: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • 2. +1 Dexterity.
  • 2. Precise Shot Feat: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
  • 3. Far Shot Feat: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
  • 4. Shot on the Run Feat: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
  • 5. Combat Reflexes Feat: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • 5. Weapon Focus Feat (Long Bow): +1 to hit with Long Bow.
  • 6. +2 Dexterity
  • 6. Parting Shot Feat: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
  • 6. Many Shot Feat: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow. This can not be used to circumvent the Arrow Type modifying abilities.
  • 7. Deadly Aim Feat: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
  • 7. +1 Attack at full bonus – even with Shot on the Run Feat:
  • 8. Clustered Shot Feat: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
  • 8. Weapon Specialization Feat: +2 Damage.
  • 9. Snap Shot Feat: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
  • 9. Point Blank Master Feat: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
  • 10. Improved Far Shot Feat: When using a ranged weapon, the range of the weapon is increased by 50%.
  • 11. +3 Dexterity.
  • 12. Improved Snap Shot Feat: You threaten an additional 5 feet with Snap Shot.
  • 12. +2 Attacks at full bonus over and above normal attacks. Even with Shot on the Run Feat:
  • 13. Improved Critical Feat: Threat range is now 19-20.
  • 14. Hammer the Gap Feat: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.
  • 15. +4 Dexterity.
  • 16. Greater Snap Shot Feat: Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have a base attack bonus +20.
  • 16. +3 Attacks at full bonus over and above normal attacks. Even with Shot on the Run Feat:
  • 17. Deadly Aim (mythic) Feat: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
  • 18. Improved Critical (mythic) Feat: Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6). Unless otherwise modified, critical should be x4.
  • 19. +5 Dexterity.
  • 20. +4 Attacks at full bonus over and above normal attacks. Even with Shot on the Run Feat:
  • Arrow Enhancements

    Arrow enhancements work with the Type of the Arrow. Type I is a typical arrow. Effects which modify an arrow are cumulative. Effects cannot reduce an arrow to below Type 1. Effects cannot be opposite, like fire and ice. All arrows shot in a round fire with the lowest Arrow Type. Reducing one Arrow Type reduces all Arrow Types.
      1. D4
      2. D6
      3. D8
      4. D10
      5. D12
      6. D14 and so on.
     
  • 1. All arrows receive +50% range.
  • 2. Type II arrows: Damage increment goes up by 1 level.
  • 3. By dropping 1 type of arrow, can cause it to ignite in flight. Acts as a tracer and does 1d6 extra damage on strike.
  • 4. By dropping 1 Type of arrow, can cause it to be an ice bolt adding Rime to the arrow and causing an additional 1d4 damage.
  • 5. Type III arrows: Damage increment goes up by 2 levels over base.
  • 6. By dropping 1 Type of arrow, gain a +2 to hit with that shot.
  • 7. By dropping 2 Types of arrow, gain Bane to the arrow.
  • 8. By dropping 2 Types of arrow, gain explosive arrows. After a hit, the arrow explodes causing 2d4 damage to all within a 5’ radius. There is no save for half, though evasion will allow a save for no damage.
  • 9. By dropping 1 Type of Arrow, gain a stun effect for the arrow. Save DC Fort of 20 or be stunned for 1d3 rounds.
  • 10. Type IV arrows: Damage increment goes up by 3 levels over base.
  • 11. Energy Arrow: By sacrificing 3 shots (or making this the only shot of the round) and making a single shot, gain one of the following effects with the shot. Pure fire 4d10 with1d6 burn for 3 rounds. Pure ice 4d10 with slow for 3 rounds (Fort 22 save). Pure poison 4d10 with 1d10 bleed for 3 rounds. Pure electricity 4d10 deafened and stunned for 3 rounds (Fort 22 save). Pure radiant 4d10 blinded for 3 round (fort 22 save)
  • 12. Exploding arrows now deal 3d4 damage to all within 10’.
  • 13. By dropping 2 Types of Arrow, can gain a +20 to hit with the shot. This can only be used on 1 shot a round.
  • 14. Maiming Shot: By dropping 2 Types of Arrow, can instead cause the arrow to inflict ability damage. 1d4 temporary and 1d2 permanent to choice of Strength, Dexterity, Constitution, or Charisma.
  • 15. Type V arrows: Damage increment goes up by 4 levels over base.
  • 16. Exploding arrows now deal 4d4 damage to all within 20’
  • 17. Improved Energy Arrow: All damages and effects are doubled. DC is now 27 for all effects.
  • 18. By dropping 3 Types of Arrow, add Disintgration: to the arrow with a DC of 25.
  • 19. Prismatic Arrow: By combining all arrow attacks in the round into a single attack. The arrow will either act as a Prismatic Ray out to the range of the arrow against a single target or can act as a Prismatic Spray as per the spell in a cone out to 60 ft.
  • 20. Type VI arrows: Damage increment goes up by 5 levels over base.

  • Remove these ads. Join the Worldbuilders Guild

    Comments

    Please Login in order to comment!