Item: Mammoth Bow
This heavy, 12-foot-tall +2 striking Composite Longbow is fashioned from mammoth tusks lashed together. Due to its great size, you can attack with the Mammoth Bow only if you're Large or larger. The Mammoth Bow deals 2d6 additional piercing damage because of its incredible, magically enhanced draw power. Additionally, the Mammoth Bow has a 180-foot range increment instead of a 100-foot range increment, but its volley range increases from 30 feet to 50 feet.
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.
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.
Volley: This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.
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.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Composite Longbow | 1 | Common | 1d8 |
| Dragonfire Halfbow | 12 | Uncommon | 1d6 |
| Oathbow | 11 | Common | 1d8 |
| Singing Shortbow | 14 | Common | 1d6 |
| Wintershot | 15 | Unique | 1d6 |
| Singing Shortbow (Greater) | 18 | Common | 1d6 |
| Sky-Piercing Bow | 19 | Rare | 1d6 |
| Wintershot (Heroic) | 20 | Unique | 1d6 |
| Godsbreath Bow | 15 | Rare | 1d6 |
| Splithead Bow | 7 | Uncommon | 1d8 |
| Horselord's Longbow | 6 | Uncommon | 1d8 |
| Dazzling Shortbow | 5 | Uncommon | 1d6 |
| Bow of Sun Slaying | 20 | Unique | 1d6 |
| Hunter's Bow | 3 | Common | 1d6 |
| Composite Shortbow | 1 | Common | 1d6 |
| Hunter's Anthem | 11 | Common | 1d8 |
| Gakgung | - | Common | 1d6 |
| Longbow | - | Common | 1d8 |
| Mikazuki | - | Uncommon | 1d6 |
| Shortbow | - | Common | 1d6 |