Advanced
Arrow Construction Rules
By
Isaac X-S.
Arrowhead
Types

Target
|

Blunt
|

Bifurcated
|

Broad-Tipped
|

Bodkin
|

Whistling
|

Barbed
|

Armor Piercing
(Needle Bodkin)
|

Cage Fire
|
Target:
The “standard” arrowhead type; a common field point. Short,
small and effective. It is typically cut directly from the shaft (such
an arrow is known as a self arrow).
Broad-Tipped:
This arrowhead has a diameter that generally exceeds the shaft’s
diameter by roughly 1 to 3 inches. Broad-Tipped arrows are the largest
of the arrowhead types and are quite damaging, often being able to punch
holes straight through flesh and armor. They come in a variety of styles
and can be combined with the “barbed” feature. Does +1D6
damage. Broad-Tipped heads cannot be field points.
Barbed:
An arrowhead with serrated edges or jagged cutting edges and rearward
points designed to catch flesh and cause grievous injury upon removal.
A barbed arrow is no more damaging than a standard arrow if the head
strikes and passes completely through its target. However, if the arrowhead
is halted in mid-body then extracting it is very difficult, not to mention
painful. When removing a barbed arrowhead from someone’s flesh,
apply the damage originally done by the arrow a second time. This means
it effectively does double damage. Barbed arrowheads cannot be field
points.
Blunt:
A blunt arrow has a rounded or flattened head for reduced penetration.
It is a form of non-lethal missile that can be used for scaring away
animal predators, riot control, and apprehending outlaws alive. However,
a lack of cutting edges does not mean being shot by a blunt arrow is
a painless experience. Blunt arrows often strike with enough force to
leave bruises or break bones. A well placed shot to the back of someone’s
head usually results in unconsciousness, which is why this type of arrowhead
is favored by domestic law enforcers. All damage from a blunt arrowhead
is Impact damage. If on an aimed/called shot to the head the damage
exceeds the base S.D.C. (regardless of current S.D.C.), the victim is
automatically knocked out. A blunt arrowhead does damage equal to a
field point.
Armor
Piercing: The Needle Bodkin, also known as an armor piercing arrowhead,
is a long, narrow head with a highly needle-like point. It is specifically
designed with the purpose of penetrating all types of conventional body
armor, especially chain mail. Armor Piercing arrows do +4 damage to
chain mail, but do no extra damage against other types of body armor.
Against all armor in general, AP arrows effectively negate the Thrust
RF. However, the needle bodkin arrowhead must be made of metal for it
to possess the above armor piercing capability. Non-metal needle bodkins
have no special effect against Thrust RF, though it will still do +3
damage to chain mail. Base damage is equal to a field point.
Bifurcated:
Also known as a “Frog-Crotch”, “Fishtail” or
“Forked” arrowhead, the head is crescent or “Y”
shaped with the points extending outward on either side. The cutting
edge is usually located inside the “v” groove of the head,
though sometimes all the edges can be designed to cut. Bifurcated arrowheads
are most commonly used as rope cutters, specifically to slice through
ship’s rigging, climbing cords, and other archers’ bow strings.
Damage from a bifurcated arrowhead counts as Thrust and Cut damage.
When shooting at a suit of armor with this kind of arrowhead, always
apply damage to the lowest of the two Resistance Factors. +2 strike
and +2 damage when targeting ropes and cords. Bifurcated arrowheads
are always flat leaf in design. Any bifurcated heads that aren’t
flat leaf lose their bonuses against ropes. Frog-Crotches cannot be
field points, obviously.
Whistling:
This is a large blunt arrowhead that has been hollowed out in order
to create a sound chamber, with four to six holes then bored into it.
These holes cause the arrow to emit a high pitched whistle as it flies
through the air. Whistling arrows are not killing arrows. Rather, they
are used to signal others from a distance or to scare opponents. The
arrowhead can be made from metal or wood, though brass is the most commonly
used material. Striking someone with this type of arrowhead does Impact
damage equal to a field point. However, it is possible to augment a
whistling arrowhead by attaching another arrowhead type on top of it,
allowing the arrow to double as an killing arrow. Note that such a tactic
is not widely practiced because it generally unbalances the arrow and
increases its weight (-1 to strike, reduce range by 25%).
Bodkin:
Regular bodkins fall in between target and broad-tipped arrowheads.
They are slightly larger and more damaging than the standard arrowhead
and have relatively good penetration. Though needle bodkins are particularly
good for piercing armor, specifically chain mail, regular bodkins are
also fairly effective at punching through plate armor. A bodkin does
+3 damage against all forms of body armor except plate, against which
it does +5 damage. They cannot be field points, though small enough
bodkins will do equivalent base damage. Bodkins do not generally use
the flat leaf design.
Cage
Fire: This type of arrowhead acts as a cage for holding flammable
materials. These materials are commonly cotton, wood, or dried grass,
possibly soaked in oil. Once ignited, the arrow can be used to set ablaze
various targets from a distance, such as wooden structures, straw huts,
forests, oil fields, etc. The advantage to using cage fire arrowheads
as opposed to simply wrapping a normal arrowhead in flammable material
is that the arrowhead can hold more, is more aerodynamic, and once retrieved,
can be reused. Though cage fire arrowheads are large, they lack the
penetration of most broad-tipped arrows. Consequently, damage from the
arrowhead is equivalent to a standard three or four-bladed head, in
addition to whatever damage is inflicted by fire. Cage fires are always
made of metal.
Arrowhead
Designs
The
shape and design of an arrowhead determine the base amount of damage
it can inflict. Unless stated otherwise, all arrows inflict Thrust damage
when they hit. Tri and Quad-bladed arrowheads are wider, and have more
cutting planes and points so as to provide more damage. Note that, while
it is possible to have arrowheads with more that four bladed edges,
such a thing is not practical. The amount of damage one can achieve
with a base arrowhead design peaks at four blades. Adding more points
and edges increases damage negligibly, and may even serve to decrease
penetration due to increased surface area.
Flat
Leaf: Triangular arrowhead with a wide, flat profile and two edges
meeting at a sharp point. Also called two-bladed. 1D6+2 base damage.
Three
Blade: Refers to a pyramidal arrowhead with three cross-sectional
edges meeting at a sharp point. Diameter of the arrowhead usually exceeds
the diameter of the shaft. 1D6+4 base damage.
Four
Blade: Refers to a pyramidal arrowhead with four cross-sectional
edges meeting at a sharp point. Diameter of the arrowhead usually exceeds
the diameter of the shaft. 2D6 base damage.
Field
Points: The diameter of a field point never surpasses the diameter
of the shaft. This arrowhead has no edges, but instead tapers into a
conical point. The term “field point” pertains specifically
to target arrowheads; they are one and the same. The damage infliction
is 1D6 base damage. A field point can either be cut directly from the
material of the shaft or, in the case of using a different material
for the arrowhead, capped in said material.
Arrowhead
Materials
Stone:
Arrowheads can be made of various types of stone: flint, obsidian, and
granite being the most common. Most types of stone used for arrowhead
making are fairly light weight but still affect distance. Arrows with
stone arrowheads only travel ¾ of their normal range. This makes
stone arrowheads the cheapest to buy.
Wood:
This is the standard material used for arrowheads. Typically, no bonuses
or penalties apply. However, there are certain rare types of wood that
do extra damage when used for arrowheads, generally due to extraordinary
strength and density. Ironwood and Yellow wood are two such types. Arrowheads
made of Ironwood inflict an extra +1D6 damage. Arrowheads made of Yellow
wood inflict an extra +2 damage.
Horn
& Bone: Animal or monster parts are often an acceptable alternative
to wood. Depending on the creature, an arrowhead of bone or horn can
be inferior to wood or as effective as metal. Certain beasts have ultra
dense horns and bones that would be excellent for arrowhead making,
though acquiring the material may be difficult for obvious reasons.
Supernatural creatures such as dragons, Pegasus, demons, unicorns, etc,
have magically resilient bone and horn. Arrowheads made of a supernatural
creature’s parts are usually light weight, more damaging, and
more durable. See the list of properties for supernatural bone and horn.
Metal:
Metal arrowheads are very effective. They generally do more damage but
most are small enough so that weight is negligibly affected. However,
reduce arrow range by 75 feet when using three or four-bladed metal
broad-tipped arrowheads and 40 feet if using metal bodkins or four-bladed
cage fires. Different types of metal can be used, steel, iron and lead
being most common. Silver arrowheads are common for those who battle
werebeasts and vampires. Metal arrowheads don’t dull or break
as easily as wooden arrowheads. They receive a +1D4 to damage if iron
or lead, and +1D6 if steel.
Shaft
Designs
Standard:
An ordinary arrow shaft with the same thickness from end to end.
Barrel Tapered: An arrow shaft thickest in the center that tapers
down on both ends. Sometimes used for distance shooting to lighten the
arrow without reducing spine. Barrel Tapered arrows receive +70 ft.
to range.
Bob-Tailed: An arrow shaft that is thickest beginning at the
arrowhead, and tapering toward the arrownock. No particular affect on
arrow performance.
Breasted: An arrow shaft where the last 7 to 10 inches of the
nocked end (the breast) is tapered in order to improve flight characteristics.
Especially good for use with longbows. +50 feet to range along with
improved trajectory.
Fluted: An arrow shaft with deep scoring and grooves that make
it lighter, allowing it to travel farther. +30 ft. to range.
Footed: An arrow with a hardwood piece joined to the point end,
or foot, of the arrow shaft, by means of inlay work, to give the arrow
greater durability and better balance. The footing helps to strengthen
the arrow where breakage most commonly occurs, at the point. +15 S.D.C.
to Durability.
Shaft
Length and Size
Arrow
shafts made for human-sized creatures generally range in length from
18 to 25 inches for short bows and 26 to 34 inches for longbows. Length
has no actual effect on the penetration of an arrow. However, arrow
length is important in relation to the type and size of the bow. A general
rule of thumb is the larger the bow, the longer the arrow must be. Using
an arrow of that is too long or too short for one’s bow is disadvantageous
at best. The length of the arrow must correspond to the length of the
bow according to a certain ratio. For every 0.1 meter discrepancy between
the bow’s size in relation to the arrow length, the arrow will
receive a -2 to strike. Use the below chart to determine appropriate
penalties.
Generally,
arrow shafts are 10 mm in diameter. However, it is possible to get arrows
with larger shafts that do more damage. These so-called “war arrows”
are about 12.5 to 13 mm in diameter. Arrowheads for these types of shafts
are also proportionally adjusted in size. This may not seem like a sizable
difference, but it is enough for the arrow to do an additional +1D6
damage. War arrows are subject to all the modifications and limitations
available to standard arrows.
Bow
Length to Arrow Length Chart
1.0 m bow = 18-19 inch arrow (0.46-0.48 m)
1.1 m bow = 19-20 inch arrow (0.48-0.50 m)
1.2 m bow = 20-22 inch arrow (0.50-0.56 m)
1.3 m bow = 22-24 inch arrow (0.56-0.61 m)
1.4 m bow = 24-25 inch arrow (0.61-0.64 m)
1.5 m bow = 26-27 inch arrow (0.66-0.69 m)
1.6 m bow = 27-28 inch arrow (0.69-0.71 m)
1.7 m bow = 28-29 inch arrow (0.71-0.74 m)
1.8 m bow = 29-30 inch arrow (0.74-0.76 m)
1.9 m bow = 30-31 inch arrow (0.76-0.79 m)
2.0 m bow = 31-32 inch arrow (0.79-0.81 m)
2.1 m bow = 32-33 inch arrow (0.81-0.84 m)
2.2 m bow = 33-34 inch arrow (0.84-0.86 m)
Shaft
Materials (Shaftment)
Wood
types classified as “hard” are difficult to break and receive
a durability of 20 S.D.C.
Wood types classified as “moderately hard” receive a durability
of 10 S.D.C.
Wood types classified as “soft” are fairly easy to break
and receive a durability of only 5 S.D.C.
The following is a list of woods commonly used in arrow making. It should
be noted that this is a brief list, and many other types of wood are
used that are not mentioned here.
Types
of Wood:
Hard |
Moderately
Hard |
Soft |
Ash
Elm
Ironwood
(Impact RF 12, 50 S.D.C.)
Juniper
Lemonwood
Maple
Oak
Rosewood
Yellow Wood
(Impact RF 10, 45 S.D.C.)
Yew |
Alder
Birch
Cedar
Cypress
Hickory
Mahogany
Pine
Spruce
Willow |
Fir
Sycomore
(light weight, +1 strike) |
Horn
and Bone, as stated in the arrowhead materials section, are viable
materials in arrow construction. Shafts of horn or bone provide additional
bonuses when the materials are harvested from supernatural creatures.
This is due to the creature’s magical/supernatural nature. Their
bones and horns tend to be light weight, ultra dense, and magically
active. Consequently, these materials can add a variety of enhancements
to the arrow. Bone or horn from “mundane” animals or even
intelligent non-supernatural creatures (i.e. other humanoids) is comparable
to moderately hard wood (though GMs should use their discretion, due
to size and shape considerations of bone). For a list of properties
for supernatural bone and horn arrows, consult the list below.
Metals
such as steel are generally not used for arrow shafts. The first reason
is because of the increased weight (they only travel a third of the
distance, but are still effective for close range shots). The second
reason is more complicated. Arrows possess a specific trait called spine.
Spine is a measure of the stiffness of an arrow’s shaft. This
stiffness, in relation to the arrow’s length, bow type and arrowhead
weight, among other variables, determines how well the arrow can fly
through the air. Arrow shafts that are too stiff or not stiff enough
are simply not good arrows and will suffer from a wide range of problems
(decreased range, inaccuracy, flawed release from the bow, etc.). Most
metals tend to be too inflexible for use as shafts.
Dwarves,
being the master craftsmen that they are, can make arrows with metal
shafts light enough for use and flexible enough for the arrow’s
spine to not be adversely affected. However, these arrows cost 500%
to 600% above market value. Alchemists can also make magically light
weight and flexible metal-shafted arrows. These arrows can be made from
various metals, though steel is most commonly used. Metal-shafted arrows
usually have a Durability of 60-90 S.D.C. each.
Fletch
Length
Fletches
are the feathers located at the end of an arrow. They can range in length
from 1 ¼ inches to 6 inches. The length of an arrow’s fletches
affect the distance and speed of the arrow. Arrows with short fletches
(1.25 to 3.0 inches) fly faster, giving the arrow a +1 to damage. Arrows
with long fletches (3.1 to 6.0 inches) give the arrow +1 to strike..
Number
of Fletches
The
number of fletches on an arrow can range from one to four, though three
is, by far, the most widely used. On three fletch arrows, each feather
is set 120 degrees apart to allow for bow clearance. One of the three
fletches is a cock feather, while the remaining two are hen feathers.
The cock feather is the fletch that is positioned perpendicular to the
bow when the arrow is nocked. It is also known as the index feather
and is generally a different color from the hen feathers. One, two and
four fletch arrows have no designated cock feathers to speak of. Consequently,
they cannot be misnocked.
Fletches serve to stabilize the arrow; the more fletches, the straighter
and farther the arrow flies. They can be acquired from the wing feathers
of a variety of large birds; goose, eagle, turkey and hawk being most
common. All feathers must be taken from the same wing. Using left-wing
and right-wing feathers on the same arrow will result in poor flight.
However, it should be noted that more than two fletches on an arrow
can adversely affect its elliptical trajectory, sacrificing altitude
for a level flight path (penalties are at the GM’s discretion).
In addition, more than three feathers will cause a dramatic increase
in drag, which in turn will affect arrow performance. Certain supernatural
creatures possess feathers that, if used as fletches, can give arrows
special properties. Refer to the Supernatural Properties table below.
One
Fletch: Mono-fletch arrows have relatively unstable flights, but
are reliable enough for close range use. Reduce range by 50% after all
other range modifiers. -1 to strike.
Two
Fletches: Dual-fletch arrows are relatively more stable than one
fletch arrows but still don’t have the range of three fletch arrows.
Reduce range by 10%.
Three
Fletches: Tri-fletch arrows are the most popular types with good
overall stability, accuracy, and fair trajectory. They are standard
issue for most military archers.
Four
Fletches: Quad-fletch arrows have each feather spaced about 75-102
degrees apart to allow for bow clearance. This amount of fletching creates
a lot of drag at the back of the arrow. Consequently, the arrow does
a 1D6 less damage in the first 40 yards of flight, after which point
it rapidly drops from the air.
Fletch
Shapes
Fletches
are very important for arrows. They serve to create a little bit of
drag at the rear end of the arrow which stabilizes its flight. Without
fletches, an arrow simply could not fly straight. The number of fletches
on an arrow and the length of each fletch significantly affect an arrow’s
performance. However, the shape of an arrow fletch does next to nothing.
In reality, fletch shapes are just a matter of personal preference,
though flu-flus can serve a specific purpose. The various fletch shapes
are achieved through the use of cutting blades or hot wires. Note that
it is common for fletches to be colorful, which helps in locating lost
arrows.
Tribal:
A fletch shape common to many tribes of the Yin-Sloth Jungles. Similar
to the straight fletch, in that the rear edge follows the natural shape
of the feather’s barbs. However, the leading edge is cut or burned
to form a triangle.

Straight: The simplest fletch shape where both the leading and
trailing edges follow the barbs of the vanes, and the edge of the feather
is cut or burned parallel to form a parallelogram.

Eastern:
A fletch shape used predominantly by archers of the Eastern Territory.
The rear edge follows the barbs of the vanes of the feather. The leading
edge is cut or burnt somewhat rounded, sloping smoothly toward the head
of the arrow.

Shield:
Also known as the Swineback, this is a fletch shape where leading edge
is smoothly sloped toward the arrowhead (like the Eastern type), but
the trailing edge is sloped against the barbs of the vanes. This makes
each feather shaped like one-half of a knight's shield.

Parabolic:
A fletch shape where there is a smooth, bowl-shaped (parabolic) curve
from front to back.

Flu Flu: A broad, high fletch shape designed to slow an arrow
rapidly after the first 30 yards, or so, and cause it to drop quickly.
This is a good type of fletch to use on practice arrows or when one
wants to feint an attack. Drag is increased by using four feathers,
mounting them in a spiral pattern, and splitting the vanes. Arrows with
flu-flu fletching do 2D6 less damage.

Nocks
An
arrownock is the slot at the end of the arrow into which the bowstring
fits. Most arrownocks are relatively the same in size and design. They
can be made of a separate material than the shaftment, or they can be
“self-nocks” which are cut directly from the material of
the shaft. This has no actual bearing on game mechanics. Most nocks
are approximately 3/8 of an inch deep and it is a common practice to
reinforce a softwood arrow with an inlay of hardwood as the nock. However,
bowstrings that are considerably thicker or thinner than 3/8 of an inch
will require arrows with specially designed nocks suited for their unusual
widths (most arrows are made for use by bows with 3/8 inch thick strings,
the standard bowstring thickness).
Special
Features for Arrows
Cresting:
These are colorful markings placed on the shaft of the arrow. They serve
to make a lost arrow easier to find and can also be used to denote who
the arrow belongs to. Noble archers sometimes mark their arrows with
very ornate cresting that can be read like heraldry. The cost of cresting
depends on its detail.
Greco: This is a special moisture repellant copper solution that
can be applied to wooden arrowheads and shafts. Arrows coated in Greco
will not rot in humid environments or suffer water damage. This solution
is fairly common and easy to buy. Anyone with the Fletching skill will
know how to make Greco.
Fletch Dry: This is a white alchemical dry powder that is mixed
with alcohol until it turns into a thin paste. A very fine layer is
then applied to each fletch of one’s arrows and allowed to dry
for a few hours. The fletches become waterproof for the next 2D4 days.
They will shed water, won’t becoming distorted when wet, and won’t
absorb humidity. Fletch Dry adds virtually no weight to the arrow and
doesn’t stiffen the barbs of the feather.
Interchangeable
Arrowheads and Shaft: A shaft with an impermanent mount that allows
different arrowheads to be taken off and fastened on. The advantage
to this is obvious. The archer can use one shaft for multiple purposes
by simply changing the arrowhead to better suit the situation. Rather
than buy bundles of full arrows, the character can buy one of these
special shafts and various complimentary arrowheads. There are four
types of mounts on the shaft into which the arrowhead can be fastened.
Each type of mount requires special arrowheads with compatible bases
so that they can be connected.
1. Tapered mounts consist of a thin point which is inserted into a
tapered hole at the base of the arrowhead.
2. Tennon mounts or “slide-in” mounts are small holes
or grooves cut into the end of the shaft into which the base of the
arrowhead (a long thin rod or flat insert) can be slide inside.
3. Slide-On mounts are just what they sound like, mounts in which
the arrowhead slides tightly over the full diameter of the shaft.
4. Screw mounts require that the arrowhead is screwed into the shaft.
The base of the arrowhead is a short, protruding rod threaded like
a screw. The hole that forms the mount of the shaft is also threaded
inside.
Speed Nock: This is a special arrownock that allows for the arrow
to be nocked quickly and without error. +1 to initiative.
Bonuses
from Masterful Craftsmenship
Bows
made by master bowyers or arrows made by master fletchers will impart
certain bonuses due to the sheer craftsmanship of the work. These modifiers
are added on top of all others. The definition of a master is anyone
15th level or higher in their chosen field. Such an accomplished individual
is quite rare.
Arrows made by a master fletcher receive a +2 to strike, +2 to damage,
and +50 ft. to range.
Bows made by a master bowyer receive a +2 to damage with arrows and
+15 S.D.C. to Durability.
Dwarven
and Elven Manufactured Bows and Arrows
Dwarves
make the best equipment in the world. They are blacksmiths and craftsmen
without peer. Yet, though dwarven weapons are, overall, superior to
most elven weapons, elves excel in the area of bows and arrows. Dwarves
don’t have a great deal of experience crafting bows and arrows
as their race historically prefers to use close range melee weapons.
However, due to their sheer skill and craftsmanship, they can still
make devastating archery equipment. Elven crafted archery equipment
tends to be lighter, more accurate, and farther reaching than dwarven
equivalents. Still, bows and arrows of either make are expensive and
hard to procure.
Arrow
Damage |
+1
damage
+2 damage
+3 damage
+4 damage
+5 damage |
+150%
to standard price
+200%
+250%
+300% (only if Elven)
+450% (only if Elven) |
Arrow
Durability |
+5
S.D.C.
+10 S.D.C
+15 S.D.C.
+20 S.D.C.
+25 S.D.C. |
+200%
to standard price
+300%
+450%
+700%
+1000% |
The
added weight to the arrow from each increase in Durability is negligible
and does not factor in.
Arrow
Accuracy |
+1
strike
+2 strike
+3 strike
+4 strike
+5 strike |
+200%
to standard price
+400%
+700%
+1000% (only if Elven)
+1500% (only if Elven) |
Arrow
Range |
+20
feet
+40 feet
+60 feet
+80 feet
+100 feet |
+150%
to standard price
+300%
+500%
+800%
+1200% |
Bow
Damage (Short Bow/Long Bow) |
+1
/ +2 damage
+1D4 / +1D4+1 damage
+1D6 / +1D6+2 damage
+2D4 / +2D4+2 damage
+1D10 / +2D6 damage |
+200%
to standard price
+300%
+450%
+600%
+800% |
Bow
Durability (Short Bow/Long Bow) |
+3
/ +5 S.D.C.
+6 / +10 S.D.C.
+10 / +15 S.D.C.
+15 / +20 S.D.C.
+20 / +25 S.D.C. |
+250%
to standard price
+300%
+500%
+800%
+1300% |
If
Dwarven made, add 1 lbs. to the short bow's weight for each increase
in Durability and 2 lbs. to the long bow's weight for each in crease
in Durability.
Bow
Range (Short Bow/Long Bow) |
+5
/ +10 feet
+15 / +25 feet
+20 / +40 feet
+30 / +60 feet
+40 / +80 feet |
+200%
to standard price
+300%
+450%
+600%
+800% (only if Elven) |
Kobold
and Jotan Manufactured Bows and Arrows
All
Kobold and Jotan made weapons are of excellent quality and craftsmanship,
second only to Dwarves. This extends to bows and arrows, though elves
have also surpassed them in this area.
Arrow
Damage |
+1
damage
+2 damage
+3 damage
|
+100%
to standard price
+150%
+200%
|
Arrow
Durability |
+5
S.D.C.
+10 S.D.C
+15 S.D.C.
|
+150%
to standard price
+250%
+400%
|
The
added weight to the arrow from each increase in Durability is negligible
and does not factor in.
Arrow
Accuracy |
+1
strike
+2 strike
+3 strike
|
+150%
to standard price
+350%
+650%
|
Arrow
Range |
+20
feet
+40 feet
+60 feet
|
+100%
to standard price
+300%
+450%
|
Bow
Damage (Short Bow/Long Bow) |
+1
/ +2 damage
+1D4 / +1D4+1 damage
+1D6 / +1D6+1 damage
|
+150%
to standard price
+250%
+400% |
Bow
Durability (Short Bow/Long Bow) |
+3
/ +5 S.D.C.
+6 / +10 S.D.C.
+10 / +15 S.D.C.
+15 / +20 S.D.C.
|
+200%
to standard price
+250%
+450%
+750%
|
Add
2 lbs. to the short bow's weight for each increase in Durability. Add
3 lbs. to the long bow's weight for each increase in Durability.
Bow
Range (Short Bow/Long Bow) |
+5
/ +10 feet
+15 / +20 feet
+20 / +30 feet
+30 / +40 feet
|
+150%
to standard price
+250%
+400%
+550% |
Price
List for Arrows
1 gold
piece = 3 silver pieces or 10 bronze/brass pieces
1 lbs. of gold = 2500 gold pieces
Arrowheads |
Stone |
Wood |
Horn/Bone |
Metal |
Target
Broad-Tipped
Barbed
Blunt
Bodkin
Bifurcated
Armor Piercing
Whistling
Cage Fire |
2
bronze
5 bronze
1 silver
1 silver
1 silver
N/A
N/A
N/A
N/A |
3 bronze
1 gold, 5 bronze
1 gold
1 gold
1gold
1 gold
1 gold, 2 silver
2 gold
N/A
|
3
bronze
1 gold, 3 bronze
8 bronze
8 bronze
8 bronze
8 bronze
1 gold, 1 silver
1 gold, 2 silver
N/A |
1
gold
3 gold
2 gold
2 gold
2 gold
2 gold
3 gold, 1 silver
4 gold
4 gold |
Arrowhead
Designs |
Field
Point
Flat Leaf
Three Blade
Four Blade |
No
Additional Cost
2 silver
1 gold
1 gold, 2 silver |
Shaft
Designs |
Stone |
Wood |
Horn/Bone |
Metal |
Standard
Barrel Tapered
Bob-Tailed
Breasted
Fluted
Footed |
|
2
bronze
5 bronze
3 bronze
5 bronze
4 bronze
4 bronze |
1
bronze
3 bronze
2 bronze
3 bronze
3 bronze
3 bronze |
2
gold
1 gold, 2 silver
1 gold
1 gold, 2 silver
1 gold, 1 silver
1 gold, 1 silver |
Shaft
Length |
Short
(18-26 inches) |
Long
(27-34 inches) |
Standard
Arrows
War Arrows |
No
Additional Cost
3 bronze |
2
bronze
6 bronze |
Fletches |
Short
(1.25-3 inches)
Long (3.1-6 inches) |
1
bronze per fletch
2 bronze per fletch |
Special
Features |
Cresting
Greco
Fletch Dry
Speed Nock |
1-20
gold
5 gold per pint (coats 15 short arrows)
1 gold per vial
4 bronze |
Interchangeable
Arrowheads |
Tapered
Mounts
Tennon Mounts
Slide-On Mounts
Screw Mounts |
3
bronze per shaft
2 bronze per shaft
1 bronze per shaft
2 silver per shaft |
2
silver per arrowhead
1 silver per arrowhead
1 gold per arrowhead
2 gold per arrowhead |
Note:
-
Triple the price for yellow wood arrowheads and quadruple the price
for ironwood arrowheads.
-
Stone is predominately used by archers of the Yin-Sloth Jungles and
many of the monster races, specifically orcs, goblins, ogres, and
troglodytes.
-
The horn and bone prices above are from animals of a non-supernatural
nature common to Palladia. These prices will change when working with
horn and/or bone from exotic or supernatural creatures.
Example
1: An arrow with a target/field point arrowhead made of wood (cut from
the shaft), a standard 24 inch oak shaft, and three short fletches (an
arrow design that is quick and easy to construct and very common) would
cost 8 bronze/brass (1D6 Thrust Damage). A dozen of which will cost
roughly 10 gold. A dozen of these arrows made for a longbow would cost
roughly 20 gold.
Example
2: ???
Example
3: ???
|