|||
Home
Actions/Activities
Ancestries
Archetypes
Backgrounds
Classes
Conditions
Equipment
Feats
Hazards
Monsters
Rules
Setting
Skills
Spells/Rituals
Traits
Licenses
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Ancestries
Archetypes
Backgrounds
Classes
Feats
Skills
Equipment
Spells/Rituals
Setting
Rules +
Actions/Activities
Conditions
Rules
Traits
Hazards
Monsters
Sources
About the Archives +
Licenses
Contact Us
Contributors
Support the Archives
Pathfinder 1
st
ed.
Pathfinder 2
nd
ed.
Starfinder
Toggle Theme
Archives of Nethys
Pathfinder 1E
|
Pathfinder 2E
|
Starfinder
Adventuring Gear
|
Alchemical Items
|
Armor
|
Artifacts
|
Consumables
|
Drugs
|
Held Items
|
Materials
|
Runes
|
Services
|
Shields
|
Snares
|
Staves
|
Structures
|
Tattoos
|
Wands
|
Weapons
|
Worn Items
Base Weapons
(
Critical Specializations
) |
Basic Magic Weapons
|
Precious Material Weapons
|
Specific Magic Weapons
Composite Longbow
Source
Core Rulebook pg. 282
Price
20 gp;
Damage
1d8 P;
Bulk
2
Hands
1+;
Range
100 ft.;
Reload
0
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.
Critical Specialization Effects
Source
Core Rulebook pg. 283
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.