Ammo Mods

Mundane Modifications (Ammo)

These mods can be applied to any ammo bundle. (20 bolts, darts or arrows.) They must be applied by a Weaponsmith, Alchemist or Tinkerer of sufficient skill unless otherwise indicated. Only one mod may be applied to a piece of ammo. Modified ammo cannot be recovered.

(Exceptional creations may require specialized tools or materials to create, and are designated with an “†” dagger.)

Silvered

  • COST: 10 gp
  • REQ: Ammo, Weaponsmith or Fletcher

This ammo is coated with silver, bonded properly.


Demon Oil

  • COST: *30 gp
  • REQ: Ammo, Alchemist

When poured onto a bundle of ammunition, this oil will add +2 on all damage rolls against demons.

*This oil is illegal except for Exarchs and Monster Hunters. Others may find it difficult to purchase or even find.


Devil Oil

  • COST: *30 gp
  • REQ: Ammo, Alchemist

When poured onto a bundle of ammunition, this oil will add +2 on all damage rolls against devils.

*This oil is illegal except for Exarchs and Monster Hunters. Others may find it difficult to purchase or even find.


Poison Pitted

  • COST: *80 gp
  • REQ: Ammo, Alchemist or Fletcher

This ammo is pitted, and filled with a small amount of poison. Upon a successful hit, the target must make a Constitution Saving Throw (DC 14) or be poisoned.

*This modification is highly illegal, and as such, rarely performed by reputable alchemists. Black market alchemists often charge much more for the service.


Fire Pitted

  • COST: *20 gp
  • REQ: Ammo, Alchemist or Fletcher

This ammo is pitted with a minor plunger, and filled with a chemical mixture that ignites when exposed to air. Upon a successful hit, the target must make a Dexterity Saving Throw (DC 16) or take 1d6 burning damage.

*This modification, while legal, is often discouraged, and so alchemists are reluctant to perform it.


Net Shot†

  • COST: 15 gp
  • REQ: A single piece of Ammo, Tinkerer or Fletcher

This single piece of ammo is rebuilt into a remarkable contraption – Mid-flight, the ammo disintegrates as a weighted net unfolds. On a hit, the target must make a Dexterity Saving Throw (DC 15) to dodge out of the way, else the net captures the target.

A target captured by this net is Restrained, requiring a Strength Check (DC 8) to remove the net as an Action.

This net has no effect on ethereal creatures.


Bolo Shot†

  • COST: 10 gp
  • REQ: A single piece of Ammo, Tinkerer or Fletcher

This single piece of ammo is rebuilt into a remarkable contraption – Mid-flight, the ammo disintegrates as a weighted bolo line unfolds, spinning towards the target. On a hit, the target must make a Dexterity Saving Throw (DC 12) to dodge out of the way, else the bolo wraps around the target.

A target captured by this bolo is Restrained, requiring a Strength Check (DC 5) to remove the net as an Action.


Magical Modifications (Ammo)

These mods can be applied to any ammo bundle. (20 bolts, darts or arrows.) They must be applied by an Alchemist, Runesmith or Tinkerer of sufficient skill unless otherwise indicated. Only one mod may be applied to a piece of ammo. Modified ammo cannot be recovered.

Knockback Enchantment

  • COST: 50 gp
  • REQ: Ammo, Runesmith

This ammo is blunted, but enchanted with a spell of force. Upon a successful hit, the target must make a Strength Saving Throw (DC 17) or be pushed away from the shooter by ten feet.


Lightning Enchantment

  • COST: 70 gp
  • REQ: Ammo, Runesmith

This ammo is enchanted with a spell of lightning. Upon a successful hit, the target takes 1d6 lightning damage. If the creature is wearing metal armor, add an additional 1d6 lightning damage.


Necrotic Enchantment

  • COST: *40 gp
  • REQ: Ammo, Runesmith

This ammo is cursed with necromantic energy. Upon a successful hit, the target must make a Constitution Saving Throw (DC 15) or take 1d6 necrotic damage.

*This mod is highly illegal, and most respectable runesmiths refuse to perform it. Black market runesmiths will often do so, however, for a considerable markup.


Radiant Infusion

  • COST: *60 gp
  • REQ: Ammo, Order Runesmith or Fletchers

This ammo is infused with radiant light. Upon a successful hit, the ammo deals 1d8 radiant damage.

*This mod is only performed by Order Runesmiths or Fletchers on behalf of their Paladins and Clerics. Such ammo is highly guarded. Black market dealers rarely find it, and even more rarely sell it, for fear of Order retribution.

Ammo Mods

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