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Antler ArrowConsumable 2


ConjurationConsumableMagical
Source Pathfinder Advanced Player's Guide
Price 7 gp
Weight negligible

Activate One Action Interact

Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 reflex save or become stuck to the surface, taking the critical specialization effects of a bow.

If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the Athletics check increases to 15.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.