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Sky-Piercing BowWeapon 19


RareDeadlyD10EvocationMagicalPropulsiveTransmutation
Source Pathfinder #167: Ready? Fight!
Damage 1d6 Piercing
Type Martial
Range 60 feet
Price 40,000 gp
Weight 1 bulk

This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.

Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow. Arrows shot from the bow are unimpaired by wind and air effects.


Activate Two Actions> Interact (conjuration, teleportation)

Frequency once per day


Effect You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location.


Activate Two Actions> command, Interact (electricity)

Frequency once per hour


Effect You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you Dismiss the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an Interact action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes 5d12 Electricity Damage and must attempt a DC 41 basic reflex save.


Activate 10 minutes (command, envision, Interact)

Frequency once per week


Effect You fire a volley of arrows into the sky. You create the effects of a successful Control Weather ritual.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Deadly

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

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.

Propulsive

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.