Item: Wintershot (Heroic)

TypeWeapon
Level20
Rarity
Unique
CategoryMartial
GroupBow
Damage1d6 piercing
Price-
UsageHeld in one plus hands

Perception [[/r 1d20+35 #Perception]]{+35}; precise low-light vision and hearing within 30 feet

Communication telepathy (partner only)

Skills Diplomacy [[/r 1d20+33 #Diplomacy]]{+33}, Intimidation [[/r 1d20+35 #Intimidation]]{+35}, Survival [[/r 1d20+35 #Survival]]{+35}

Int +6, Wis +7, Cha +5

Will [[/r 1d20+35 #Will]]{+35}


The echo of the snowcaster Jelarial causes Wintershot to become chill to the touch, yet despite feeling as cold as ice, she never causes harm or discomfort to her partner. Wintershot's string issues a soft hissing sound, as of snow softly falling, and snowflakes drift down from the string and swiftly melt each time the bow is fired. Wintershot's voice is eager and excitable, often waxing poetic on a nearby object or creature of beauty or offering compliments to her partner.

Wintershot is a +3 major striking greater frost holy composite shortbow. When making a Strike with Wintershot, targets don't gain concealment from the effects of mist or precipitation, and circumstance penalties to attacks imparted from strong winds are negated.


Activate—Auroral Shine 1 (cold, concentrate, light)

Frequency once per minute

Effect Wintershot can't use this activation. When you activate Auroral Shine, fire an arrow at a target. If you hit, instead of dealing damage with the arrow, the creature struck must attempt a DC 43 Fortitude save.

Critical Success The creature is unaffected.

Success The creature is surrounded by shimmering lights akin to the aurora, causing it to become Dazzled for 2 rounds. If the creature was Invisible, it becomes Concealed instead. If the creature was already concealed for any other reason, it's no longer concealed.

Failure As success, but the creature also takes 6d6 persistent,cold damage, and the lights affect the creature for 1 minute.

Critical Failure As success, but the creature also takes 6d6 persistent,cold damage, and the lights affect the creature for 10 minutes.


Activate—Signal Flare 1 (light, manipulate)

Frequency once per hour

Effect Wintershot fires an arrow-shaped construct of ice straight upward. The arrow soars to a height of 500 feet, or until it strikes a solid surface like a ceiling. When it reaches its apex, it explodes in a brilliant burst, creating a 100-foot radius area of bright light and dim light in the next 100 feet. In the night sky, this beacon can be seen clearly for miles. The beacon remains lit for up to 1 minute in a color of Wintershot's choice. Alternatively, Wintershot can fire this Signal Flare like a normal arrow to attempt to Strike a target her partner can see—if it hits, the arrow inflicts normal damage and attempts to counteract one darkness effect of Wintershot's choice that affects the creature struck, with a counteract rank of 9th and a [[/gmr 1d20+25 #Counteract]]{+25} modifier to the roll ([[/gmr 1d20+30 #Counteract]]{+30} modifier if the source of the darkness effect was created by a fiend).


Activate—Rimecrust 2 (cold, concentrate, incapacitation)

Effect Wintershot causes the deep chill of winter to settle upon a single creature she can see or hear within 30 feet. That creature must attempt a DC 43 Fortitude save, after which point they're temporarily immune to Rimecrust for 24 hours.

Critical Success The creature is unaffected

Success The creature's discomfort and shivering from the sudden drop in temperature causes it to become Off Guard until the start of its next turn. Creatures that are immune to cold are immune to this effect.

Failure The creature becomes encrusted with ice. It becomes Slowed 1 and off-guard for 1 minute, or until it Escapes from the crusting ice (DC 43).


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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