Dragonfire Halfbow
1d6P·Martial·Bow·One or two-handed
Range 60 ft.·Reload 0
Runes +2, striking
Crafted by layering bamboo with strips of sliced scales harvested from a fire-breathing dragon, this bow has a significant draw strength. This design is commonly seen in Hongal, as the shorter limb allows for easier maneuvering on horseback. While the wielder of this +2 striking composite shortbow is mounted, they apply the bow's item bonus to Nature checks to Command their mount.
Activate—Dragon's Arrow ◆◆ (concentrate, manipulate)
Frequency once per day
Effect You draw the bow back to its maximum draw length without nocking an arrow, and as you release the string, the dragonfire halfbow casts Fireball (heightened to 5th rank; DC 29 reflex save), targeted at a point of your choosing within the spell's range. You and your mount are immune to the effects of this fireball .
Traits
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.
Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
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.
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.
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, or could otherwise escape without effort.