Item: Sky-Piercing Bow
This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.
Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow. Arrows shot from the bow are unimpaired by wind and air effects.
Activate 2 Interact (conjuration, teleportation)
Frequency once per day
Effect You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location.
Activate 2 command, Interact (electricity)
Frequency once per hour
Effect You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a @Template[burst|distance:30] centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you Dismiss the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an Interact action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes 5d12 electricity damage and must attempt a DC 41 Basic Reflex save.
Activate 10 minutes (command, envision, Interact)
Frequency once per week
Effect You fire a volley of arrows into the sky. You create the effects of a successful Control Weather ritual.
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 |
|---|---|---|---|
| Singing Shortbow (Greater) | 18 | Common | 1d6 |
| Wintershot (Heroic) | 20 | Unique | 1d6 |
| Wintershot | 15 | Unique | 1d6 |
| Singing Shortbow | 14 | Common | 1d6 |
| Dragonfire Halfbow | 12 | Uncommon | 1d6 |
| Bow of Sun Slaying | 20 | Unique | 1d6 |
| Godsbreath Bow | 15 | Rare | 1d6 |
| Composite Shortbow | 1 | Common | 1d6 |
| Mammoth Bow | 12 | Unique | 1d8 |
| Oathbow | 11 | Common | 1d8 |
| Splithead Bow | 7 | Uncommon | 1d8 |
| Horselord's Longbow | 6 | Uncommon | 1d8 |
| Dazzling Shortbow | 5 | Uncommon | 1d6 |
| Hunter's Bow | 3 | Common | 1d6 |
| Composite Longbow | 1 | Common | 1d8 |
| Hunter's Anthem | 11 | Common | 1d8 |
| Gakgung | 0 | Common | 1d6 |
| Longbow | 0 | Common | 1d8 |
| Mikazuki | 0 | Uncommon | 1d6 |
| Shortbow | 0 | Common | 1d6 |