All Equipment
Adventuring Gear | Alchemical Items | Armor | Artifacts | Consumables | Cursed Items | Held Items | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Snares | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


Base Weapons (Critical Specializations) | Basic Magic Weapons | Precious Material Weapons | Specific Magic Weapons


PFS StandardComposite Longbow

Source Core Rulebook pg. 282 1.1
Price 20 gp; Damage 1d8 P; Bulk 2
Hands 1+; Range 100 ft.; Reload 0
Category Martial
Ammunition Arrows
Group Bow; Traits Deadly d10, Propulsive, Volley 30 ft.
This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow’s range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil’s favored weapon, it also applies to composite longbows unless otherwise stated.

Traits

Deadly d10:

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.

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 30 ft.:

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 Specialization Effects

Source Core Rulebook pg. 283 1.1
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make an attack with certain weapons and get a critical success. This is called a critical specialization 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 specialization effect of your weapon.

Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.