As the year drags on, it has become increasingly apparent that we need to make some ranged magic weapons. Oftentimes, the tool of the noble ranger, master sharpshooter, and avid hunter gets forgotten while we’re busy equipping the knights and barbarians of the world with big axes. To date, the only ranged weapon we’ve created on Magic Market this year is a rather cool net, so I thought it was high time to get some in the hands of the more traditional ranged attackers out there. The following ranged weapons celebrate attacking from a long way away.
CROSSBOW OF INCREASING RETURNS PRICE 108,350 gp
Slot —; CL 1st; Weight 8 lbs.
Aura faint transmutation
Though intricate and heavily decorated with engraved scrollwork, gold filigree, and other fanciful touches, there is no outward sign of magic on these heavy crossbows. The first clue that these weapons are something special typically comes when one pulls back the lever to reload the weapon, which causes light to pulse throughout the weapon.
In addition to functioning as a +2 heavy crossbow, these weapons become more powerful the more they are used. Whenever the wielder makes an attack with the crossbow of increasing returns, the bolt fired deals an additional 1d10 points of piercing damage plus an additional 1d10 points of piercing damage for each round in the last minute during which an attack was made with the crossbow of increasing returns (to a maximum bonus of 5d10 additional damage).
Some of a crossbow of increasing return’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +7-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Construction Requirements Cost 54,350 gp
Craft Magic Arms and Armor, gravity bow
SLING OF THE HUNTER PRICE 24,300 gp
Slot —; CL 9th; Weight —
Aura moderate necromancy
Made from leopard skin and deer sinew, these slings cause the air to fill with a musky scent when whirled. Bullets fired from the sling seem to stream towards their foes.
A sling of the hunter always functions as a +1 animal bane sling, and additionally provides its wielder with a +5 competence bonus on all Knowledge skill checks made to identify animals, dragons, magical beasts, and vermin. Finally, up to three times per day, the wielder of one of these slings can speak the name of a species of animal, dragon, magical beast, or monstrous humanoid to the sling. If he does, then all attacks made by the sling against such a creature in the next minute do an additional 1d6 points of damage and automatically confirm critical hits
Some of a sling of the hunter’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magic Arms and Armor, slay living
BOW OF THE SNIPER PRICE 125,400 gp
Slot —; CL 7th; Weight 3 lbs.
Aura moderate illusion
These odd bows are made from glass, though they stretch more supplely than yew wood and appear to be as hard as steel. Within the bow’s clear shape, a pulsing darkness swims about, shifting constantly.
In addition to serving as a +1 distance composite longbow (+0 Str), these weapons have several potent enchantments relating to sneak attacks. Firstly, the bow of the sniper allows for ranged attacks made at any range to be sneak attacks. Secondly, whenever the bow of the sniper is used to confirm a critical hit, if that attack was a sneak attack, then the sneak attack dice for that attack is doubled Finally, once per day, the wielder of one of these bows can make a special precise attack, which, if successful, counts as a sneak attack. The wielder must decide to use this ability before the attack is made, and if it misses, then the attempt is wasted.
Some of a bow of the sniper’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magic Arms and Armor, greater invisibility