While on the astral or etherial plane, this quivers extra dimensional space is not accessable. Relic: If you are Elf and your attuned, you can take this item though extra dimensional travel. Otherwise you can take it through extradimensional travel without leaving it behind. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 5 pounds. A roll of 1 breaks the quiver and makes it no magical. I have listed below the description of the magic item below. You can suppress the connection but can make a DC 15 Arcana check to re-tether the quiver to its extra-dimensional space. This is part of the (3.5e) Revised System Reference Document.It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.To distinguish it, these items will have this notice. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.Īttunement: You double the interior space. Open Game Content (place problems on the discussion page). The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. The midsize compartment holds up to eighteen javelins or similar objects. RobertF at 15:32 2 It's likely to still be closed as too broad, though, and might even earn some downvotes for ignoring existing magic items (e.g. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. 1 HeyICanChan - I'll limit the question to D&D 3.5 rules. Thread on saying the same thing.Standard: Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. DC 15 if you want to count them equivalent to "martial thrown weapons" but it seems counterintuitive to have an arrow be more difficult to make than the bow. I enjoy stuff like this, at the very least I will probably give the opportunity for my boy to make a few of these for his ranger, sounds like fun to me. Because arrows aren't different for composite or regular bows and are "complex" items, 12 is the consensus there. MW Arrows/day: 2 thirds (or 1.3 days to complete 1)Ī bow takes DC 12 to make, a composite bow takes DC 15. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load. Each time you attack with the weapon, you expend one piece of ammunition. Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. You still need to make the normal arrow as per above.īase Price of MW Arrow (1): 600 cp (price taken from the equipment chapter)Ĭraft Check (assuming +10 and a role of 10): 20 * 20 = 400 (cp) Type: Ammunition Cost: 1 gp Weight: 1 1/2 lb. Wanna spend 1 hour making arrows? Fine, assuming the above numbers, you make 4 arrows and it costs 8 cp (buying 4 would cost you 2 sp, so it's not quite a third). I'd assume "a day" represents 12 hours of hard graft, which means that the whole thing can be broken down nicely into hours. In practice, this is just as good as infinite arrows. Whenever you have a pause in the battle, reload your quiver with a new sheaf. This is because arrows are "complex items" according to the Craft description and making them correctly is a skilled job - yes, as skilled as making the bow itself.Ĭraft Check (assuming +10 and a roll of 10) : 20 * 12 = 240 (cp) Use a Quiver of Ehlonna (or Efficient Quiver, or whatever theyre calling it now) along with a Bag of Holding stuffed with several thousand arrows packed in sheafs of 60. The actual number is something like 1.6, but 2 is just so much easier for calculations. I would cost out arrows individually at a base price of 2 cp each to make. The thread here indicates DC 12 as a consensus: According to the d20srd, 20 arrows cost 1 gp.
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