Item: Dazzling Shortbow

TypeWeapon
Level5
Rarity
Uncommon
Base ItemShortbow
CategoryMartial
GroupBow
Damage1d6 piercing
Price160 gp
UsageHeld in one plus hands
PublicationPathfinder Battlecry!

This +1 striking shortbow is a favorite of mage hunters and those who frequently fight enemies who can turn themselves Invisible. A creature who is critically hit with a ranged Strike from a dazzling shortbow must succeed at a DC 19 Fortitude save or be Dazzled for 1 minute.


Activate—Show Yourself! 2 (concentrate)

Frequency once per day

Effect You fire an arrow that glows with purple light at a spot. Each creature in a 10-foot type:burst within 60 feet is affected by Revealing Light (DC 19).


Craft Requirements Supply one casting of revealing light.


Trait Effects

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.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition 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.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Bow: If the target of the critical hit is adjacent to a surface, it becomes stuck to that surface by the missile. The target is immobilized until it succeeds at an Interact action and a DC 10 Athletics check to pull the missile free. The target doesn't become stuck if it is incorporeal, liquid, or could otherwise escape without effort.


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