🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Tidal CrossbowWeapon 13


Rare​Magical​Water​
Source Pathfinder Howl of the Wild
Damage 1d8 Piercing
Type Simple
Range 120 feet
Price 2,800 gp
Weight 1 bulk

The beak and talons of a tidehawk form the triggering mechanism of this +2 greater striking crossbow. Its grip is constantly damp, though this doesn't affect your ability to keep ahold of the weapon. When used in aquatic combat, a tidal crossbow doesn't have its range increments halved. A tidal crossbow deals 1d4 additional bludgeoning damage on a successful Strike. On a critical hit, the bow's additional damage is instead 1d4 bludgeoning splash damage, and the target must succeed at a DC 31 reflex save or be pushed back 5 feet. The bow critical specialization effect applies to creatures with the water trait even if it wouldn't normally.


Activate—Typhoon Swell 2 (manipulate, water)

Frequency once per day

Effect The tidal crossbow produces a torrent of water in a 30-foot line, dealing 8d6 bludgeoning damage (DC 30 fortitude save). Creatures that fail the save are also knocked Prone.


Craft Requirements The initial raw materials must include the beak, talons, and several watery feathers of a tidehawk.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.