kgambit
07.19.07, 12:43
I decided to take a stab at creating some additional ranged weapon and ammo crafting recipes. Here's what I have so far. (Note: I've revised this completely from the previous post to make it easier to read and I've expanded it to include the entire range of ammo and thrown weapons.)
Basic Crafting of ammo and thrown Weapons:
Unenchanted ammo and ranged weapons can be crafted using the normal craft weapon skills and do not require a feat, just access to the appropriate components, the correct mold, a blacksmith's workbench and smith's hammer.
Crafting levels for base ammo would be identical to the crafting level of the launcher. Arrows, bolts and bullets would require the same crafting levels as bows, crossbows and slings respectively. In addition, the same material modifiers would apply to ammo. Crafting silver or cold iron arrows would require +5 on the crafting skill, adamantine would be +15.
The molds for arrows, bolts, darts, shurikens and bullets would produce 99 of each ammo type. The molds for throwing axes and throwing daggers would only produce 25. The difference is an attempt to account for the amount of material required. This may require further balancing.
Note: It would be nice to add feathers to the bolt and arrow (and perhaps dart as well) recipes as a component.
Arrows (normal x99)
- Arrow mold (cost 1gp)
- 2 wooden planks
- 1 iron ingot
Bolts (normal x99)
- Bolt mold (cost 1gp)
- 2 wooden planks
- 1 iron ingot
Bullets (normal x99)
- Bullet mold (cost 1gp)
- 1 iron ingot
Shurikens (normal x99)
- Shuriken mold (cost 1gp)
- 1 iron ingot
Darts (normal x99)
- Dart mold (cost 1gp)
- 1 iron ingot
Throwing axes (normal x25)
- Throwing axe mold (cost 5gp)
- 1 wooden plank
- 1 iron ingot
Throwing dagger (normal x25)
- Throwing dagger mold (cost 5gp)
- 1 iron ingot
-------------------------------------------------------------------
Exotic material crafting:
Crafting ammo or throwing weapons from exotic materials is as simple as replacing the regular material (e.g iron ingot) with the exotic material of your choice. The material modifiers for the launcher are identical for the ammo. Crafting silver or cold iron arrows would require +5 on the crafting skill, adamantine would be +15.
Only ONE exotic material can be used at a time. Now archers can get the same benefits of the material bonuses that normal melee fighters do.
Exotic Metals:
Cold Iron Arrows (x99) / Bypasses Demon, Fae, and Warlock Damage Resistances
- arrow mold
- 2 wooden planks
- 1 cold iron ingot
Alchemical Silver Arrows (x99) / Bypasses Devil and Lycanthrope Damage Resistances
- arrow mold
- 2 wooden planks
- 1 alchemical silver ingot
Adamantine Arrows (x99) / +2 magical damage Bypasses Iron Golem/Stoneskin Damage Resistances
- arrow mold
- 2 wooden planks
- 1 adamantine ingot
Darksteel Arrows (x99) / +2 electrical damage
- arrow mold
- 2 wooden planks
- 1 darksteel ingot
Mithril Throwing Axes (x25) / 50% weight reduction
- Throwing Axe mold
- 1 wooden plank
- 1 mithril ingot
Exotic Woods:
Zalantar Arrows (x99) / +2 bludgeoing damage
- arrow mold
- 2 Zalantar planks
- 1 iron ingot
Sheddaran Arrows (x99) / +2 piercing damage
- arrow mold
- 2 Sheddaran planks
- 1 iron ingot
Duskwood Arrows (x99) / +2 Magical damage
- arrow mold
- 2 Duskwood planks
- 1 iron ingot
-----------------------------------------------------------------------
Basic Enchantments:
These are taken from The Complete Craftsman without modification.
These recipes can be used interchangeably for arrows, bolts, bullets and shurikens. The recipes require a FULL sheath of arrows or bolts, or full pouch of bullets. I.e. You must use 99 of the appropriate ammo, shurikens or darts.
Note: The recipes for bullets would add Bludgeoning damage instead of piercing damage, but would otherwise be identical.
Arrows (x99) +1 piercing damage
Requires: Caster level 3, Craft Magical Arms and Armor feat
- arrows x99
- Obsidian
- Faint Power Essence
Cast Light
Arrows (x99) +2 piercing damage
Requires: Caster level 6, Craft Magical Arms and Armor feat
- arrows x99
- Diamond
- Faint Power Essence
Cast Light
Arrows (x99) +3 piercing damage
Requires: Caster level 9, Craft Magical Arms and Armor feat
- arrows x99
- Obsidian
- Weak Power Essence
Cast Light
Arrows (x99) +4 piercing damage
Requires: Caster level 12, Craft Magical Arms and Armor feat
- arrows x99
- Diamond
- Weak Power Essence
Cast Light
Arrows (x99) +5 piercing damage
Requires: Caster level 15, Craft Magical Arms and Armor feat
- arrows x99
- Emerald
- Glowing Power Essence
Cast Light
--------------------------------------------------------------------
Elemental Damage:
These recipes can be used interchangeably for arrows, bolts, bullets and shurikens. The recipes require a FULL sheath of arrows or bolts, a full pouch of bullets or full bandolier of darts. I.e. You must use 99 of the appropriate ammo type, darts or shurikens.
Acid Arrows +1d6 Acid damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- emerald
- faint earth essence
Cast Melf's Acid arrow
Fire Arrows +1d6 Fire damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- ruby
- faint fire essence
Cast Fireball or Flamestrike
Electrical Arrow +1d6 Electrical Damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- sapphire
- faint air essence
Cast Lighting bolt or Call Lightning
Arrows of Frostbite +1d6 Cold Damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- diamond
- faint water essence
Cast Ice Storm
Sonic Arrows +1d6 Sonic damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- star sapphire
- faint power essence
Cast Balagorn's Iron Horn or Sound Burst
Poison arrows +1d6 poison damage DC?
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- emerald
- faint earth essence
Cast Poison
Damage progression is still up in the air but here are the two possibilities:
+2d6 upgrade Caster level to 12 and increase essence level to weak
+3d6 upgrade Caster level to 15 and increase essence level to glowing
+4d6 upgrade Caster level to 18 and increase essence level to radiant
OR
+1d10 upgrade Caster level to 11 and increase essence level to weak
+2d6 upgrade Caster level to 13 and increase essence level to weak + faint
+2d10 upgrade Caster level to 15 and increase essence level to glowing
--------------------------------------------------------
Special Purpose Ammo:
These recipes are specific to the type of ammo listed, and are generally not interchageable with other ammo types. Although there are some exceptions. Some of these still need some balancing and modifications.
Arrows:
Arrow/Bolt of Smiting: adds +1d6 of BLUNT (bludgeoning) damage
Requires: Caster Level 9, Craft Magical Arms and Armor
- arrows x99 or bolts x99
- diamond
- faint power essence
Cast Weapon of Impact
Arrows of Stunning: No bonus damage; On Hit: Stun [DC=14] [Duration: 50% / 2 Rounds]
Requires: Caster Level 9, Craft Magical Arms and Armor
- arrows x99
- diamond
- faint power essence
Cast Hold Monster
Vampiric Arrows +1:
Requires: Caster Level 7, Craft Magical Arms and Armor
- arrows x99
- ruby
- weak power essence
- weak fire essence
Cast Enervation
Vampiric Arrows +3:
Requires: Caster Level 11, Craft Magical Arms and Armor
- arrows x99
- canary diamond
- glowing power essence
- glowing fire essence
Cast Enervation
Vampiric Arrows +5:
Requires: Caster Level 15, Craft Magical Arms and Armor
- arrows x99
- beljuril
- radiant power essence
- radiant fire essence
Cast Enervation
Arrows of Petrification: On Hit Cast Spell: Flesh to Stone [Level 7]
Requires: Caster Level 15, Craft Magical Arms and Armor
- arrows x99
- beljuril
- radiant power essence
- radiant earth essence
- radiant air essence
Cast Flesh to Stone
(Note: Not sure about the arrows of petrification. They seem undervalued and overpowered. I also worry about their potential impact as script busters during combat. Might be better to leave them out.)
Bolts:
Paralytic Bolt: No bonus damage; On Hit: Stun [DC=14] [Duration: 50% / 2 Rounds]
Requires: Caster Level 9, Craft Magical Arms and Armor
- bolts x99
- diamond
- faint power essence
Cast Hold Monster
Paralytic Bolt (Greater): No bonus damage; On Hit: Stun [DC=20] [Duration: 50% / 4 Rounds]
Requires: Caster Level 18, Craft Magical Arms and Armor
- bolts x99
- diamond
- glowing power essence
Cast Hold Monster
Bullets:
Bullet of Screaming: adds 1d4 Sonic damage
On Hit: Silence [DC=14] [Duration: 50% / 2 Rounds]
Requires: caster level 9, Craft Magical Arms and Armor
- bullets x99
- star sapphire
- faint power essence
Cast Balagorn's Iron Horn or Sound Burst / Silence?
Bullets of Smiting: adds +1d6 of Bludgeoning damage
Requires: Caster Level 9, Craft Magical Arms and Armor
- Bullets x99
- diamond
- faint power essence
Cast Weapon of Impact
Giant's Bane
Damage Bonus: Piercing [1d6]
Damage Bonus vs. Racial Type: Giant [1d6]
Requires: caster level 9, Craft Magical Arms and Armor
- Bullets x99
- diamond
- faint power essence
Cast Weapon of Impact
Farel's Gold: Acid [1d4] On Hit: Slow [DC=14] [Duration: 50% / 2 Rounds]
Requires: caster level 9, Craft Magical Arms and Armor
- Bullets x99
- diamond
- faint power essence
Cast Weapon of Impact
Darts:
Hornet's Nest: +2d6 bonus piercing damage
- Darts x99
- diamond
- faint power essence
Cast Insect Plague
-------------------------------------------------------------
Comments would be appreciated
Basic Crafting of ammo and thrown Weapons:
Unenchanted ammo and ranged weapons can be crafted using the normal craft weapon skills and do not require a feat, just access to the appropriate components, the correct mold, a blacksmith's workbench and smith's hammer.
Crafting levels for base ammo would be identical to the crafting level of the launcher. Arrows, bolts and bullets would require the same crafting levels as bows, crossbows and slings respectively. In addition, the same material modifiers would apply to ammo. Crafting silver or cold iron arrows would require +5 on the crafting skill, adamantine would be +15.
The molds for arrows, bolts, darts, shurikens and bullets would produce 99 of each ammo type. The molds for throwing axes and throwing daggers would only produce 25. The difference is an attempt to account for the amount of material required. This may require further balancing.
Note: It would be nice to add feathers to the bolt and arrow (and perhaps dart as well) recipes as a component.
Arrows (normal x99)
- Arrow mold (cost 1gp)
- 2 wooden planks
- 1 iron ingot
Bolts (normal x99)
- Bolt mold (cost 1gp)
- 2 wooden planks
- 1 iron ingot
Bullets (normal x99)
- Bullet mold (cost 1gp)
- 1 iron ingot
Shurikens (normal x99)
- Shuriken mold (cost 1gp)
- 1 iron ingot
Darts (normal x99)
- Dart mold (cost 1gp)
- 1 iron ingot
Throwing axes (normal x25)
- Throwing axe mold (cost 5gp)
- 1 wooden plank
- 1 iron ingot
Throwing dagger (normal x25)
- Throwing dagger mold (cost 5gp)
- 1 iron ingot
-------------------------------------------------------------------
Exotic material crafting:
Crafting ammo or throwing weapons from exotic materials is as simple as replacing the regular material (e.g iron ingot) with the exotic material of your choice. The material modifiers for the launcher are identical for the ammo. Crafting silver or cold iron arrows would require +5 on the crafting skill, adamantine would be +15.
Only ONE exotic material can be used at a time. Now archers can get the same benefits of the material bonuses that normal melee fighters do.
Exotic Metals:
Cold Iron Arrows (x99) / Bypasses Demon, Fae, and Warlock Damage Resistances
- arrow mold
- 2 wooden planks
- 1 cold iron ingot
Alchemical Silver Arrows (x99) / Bypasses Devil and Lycanthrope Damage Resistances
- arrow mold
- 2 wooden planks
- 1 alchemical silver ingot
Adamantine Arrows (x99) / +2 magical damage Bypasses Iron Golem/Stoneskin Damage Resistances
- arrow mold
- 2 wooden planks
- 1 adamantine ingot
Darksteel Arrows (x99) / +2 electrical damage
- arrow mold
- 2 wooden planks
- 1 darksteel ingot
Mithril Throwing Axes (x25) / 50% weight reduction
- Throwing Axe mold
- 1 wooden plank
- 1 mithril ingot
Exotic Woods:
Zalantar Arrows (x99) / +2 bludgeoing damage
- arrow mold
- 2 Zalantar planks
- 1 iron ingot
Sheddaran Arrows (x99) / +2 piercing damage
- arrow mold
- 2 Sheddaran planks
- 1 iron ingot
Duskwood Arrows (x99) / +2 Magical damage
- arrow mold
- 2 Duskwood planks
- 1 iron ingot
-----------------------------------------------------------------------
Basic Enchantments:
These are taken from The Complete Craftsman without modification.
These recipes can be used interchangeably for arrows, bolts, bullets and shurikens. The recipes require a FULL sheath of arrows or bolts, or full pouch of bullets. I.e. You must use 99 of the appropriate ammo, shurikens or darts.
Note: The recipes for bullets would add Bludgeoning damage instead of piercing damage, but would otherwise be identical.
Arrows (x99) +1 piercing damage
Requires: Caster level 3, Craft Magical Arms and Armor feat
- arrows x99
- Obsidian
- Faint Power Essence
Cast Light
Arrows (x99) +2 piercing damage
Requires: Caster level 6, Craft Magical Arms and Armor feat
- arrows x99
- Diamond
- Faint Power Essence
Cast Light
Arrows (x99) +3 piercing damage
Requires: Caster level 9, Craft Magical Arms and Armor feat
- arrows x99
- Obsidian
- Weak Power Essence
Cast Light
Arrows (x99) +4 piercing damage
Requires: Caster level 12, Craft Magical Arms and Armor feat
- arrows x99
- Diamond
- Weak Power Essence
Cast Light
Arrows (x99) +5 piercing damage
Requires: Caster level 15, Craft Magical Arms and Armor feat
- arrows x99
- Emerald
- Glowing Power Essence
Cast Light
--------------------------------------------------------------------
Elemental Damage:
These recipes can be used interchangeably for arrows, bolts, bullets and shurikens. The recipes require a FULL sheath of arrows or bolts, a full pouch of bullets or full bandolier of darts. I.e. You must use 99 of the appropriate ammo type, darts or shurikens.
Acid Arrows +1d6 Acid damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- emerald
- faint earth essence
Cast Melf's Acid arrow
Fire Arrows +1d6 Fire damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- ruby
- faint fire essence
Cast Fireball or Flamestrike
Electrical Arrow +1d6 Electrical Damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- sapphire
- faint air essence
Cast Lighting bolt or Call Lightning
Arrows of Frostbite +1d6 Cold Damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- diamond
- faint water essence
Cast Ice Storm
Sonic Arrows +1d6 Sonic damage
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- star sapphire
- faint power essence
Cast Balagorn's Iron Horn or Sound Burst
Poison arrows +1d6 poison damage DC?
Requires: caster level 9, Craft Magical Arms and Armor
- arrows x99
- emerald
- faint earth essence
Cast Poison
Damage progression is still up in the air but here are the two possibilities:
+2d6 upgrade Caster level to 12 and increase essence level to weak
+3d6 upgrade Caster level to 15 and increase essence level to glowing
+4d6 upgrade Caster level to 18 and increase essence level to radiant
OR
+1d10 upgrade Caster level to 11 and increase essence level to weak
+2d6 upgrade Caster level to 13 and increase essence level to weak + faint
+2d10 upgrade Caster level to 15 and increase essence level to glowing
--------------------------------------------------------
Special Purpose Ammo:
These recipes are specific to the type of ammo listed, and are generally not interchageable with other ammo types. Although there are some exceptions. Some of these still need some balancing and modifications.
Arrows:
Arrow/Bolt of Smiting: adds +1d6 of BLUNT (bludgeoning) damage
Requires: Caster Level 9, Craft Magical Arms and Armor
- arrows x99 or bolts x99
- diamond
- faint power essence
Cast Weapon of Impact
Arrows of Stunning: No bonus damage; On Hit: Stun [DC=14] [Duration: 50% / 2 Rounds]
Requires: Caster Level 9, Craft Magical Arms and Armor
- arrows x99
- diamond
- faint power essence
Cast Hold Monster
Vampiric Arrows +1:
Requires: Caster Level 7, Craft Magical Arms and Armor
- arrows x99
- ruby
- weak power essence
- weak fire essence
Cast Enervation
Vampiric Arrows +3:
Requires: Caster Level 11, Craft Magical Arms and Armor
- arrows x99
- canary diamond
- glowing power essence
- glowing fire essence
Cast Enervation
Vampiric Arrows +5:
Requires: Caster Level 15, Craft Magical Arms and Armor
- arrows x99
- beljuril
- radiant power essence
- radiant fire essence
Cast Enervation
Arrows of Petrification: On Hit Cast Spell: Flesh to Stone [Level 7]
Requires: Caster Level 15, Craft Magical Arms and Armor
- arrows x99
- beljuril
- radiant power essence
- radiant earth essence
- radiant air essence
Cast Flesh to Stone
(Note: Not sure about the arrows of petrification. They seem undervalued and overpowered. I also worry about their potential impact as script busters during combat. Might be better to leave them out.)
Bolts:
Paralytic Bolt: No bonus damage; On Hit: Stun [DC=14] [Duration: 50% / 2 Rounds]
Requires: Caster Level 9, Craft Magical Arms and Armor
- bolts x99
- diamond
- faint power essence
Cast Hold Monster
Paralytic Bolt (Greater): No bonus damage; On Hit: Stun [DC=20] [Duration: 50% / 4 Rounds]
Requires: Caster Level 18, Craft Magical Arms and Armor
- bolts x99
- diamond
- glowing power essence
Cast Hold Monster
Bullets:
Bullet of Screaming: adds 1d4 Sonic damage
On Hit: Silence [DC=14] [Duration: 50% / 2 Rounds]
Requires: caster level 9, Craft Magical Arms and Armor
- bullets x99
- star sapphire
- faint power essence
Cast Balagorn's Iron Horn or Sound Burst / Silence?
Bullets of Smiting: adds +1d6 of Bludgeoning damage
Requires: Caster Level 9, Craft Magical Arms and Armor
- Bullets x99
- diamond
- faint power essence
Cast Weapon of Impact
Giant's Bane
Damage Bonus: Piercing [1d6]
Damage Bonus vs. Racial Type: Giant [1d6]
Requires: caster level 9, Craft Magical Arms and Armor
- Bullets x99
- diamond
- faint power essence
Cast Weapon of Impact
Farel's Gold: Acid [1d4] On Hit: Slow [DC=14] [Duration: 50% / 2 Rounds]
Requires: caster level 9, Craft Magical Arms and Armor
- Bullets x99
- diamond
- faint power essence
Cast Weapon of Impact
Darts:
Hornet's Nest: +2d6 bonus piercing damage
- Darts x99
- diamond
- faint power essence
Cast Insect Plague
-------------------------------------------------------------
Comments would be appreciated