Hunter's Anthem

Level 111,300 gpWeaponBulk 2CommonRemaster

1d8P·Martial·Bow·One or two-handed

Range 100 ft.·Reload 0

Runes +2, striking

This +2 striking longbow is carefully handcrafted from a length of flexible green-tinted wood, etched in a variety of runic symbols, and strung with a dawnsilver bowstring. When you shoot the bow in rapid succession, the echoing chords generated by the bowstring form a haunting dirge that evokes the inevitable end of all things. If you have the Hunt Prey class feature, the weapon gains the Thundering rune on Strikes against your prey.


Activate—Song of the Bow ◆◆ (concentration)

Frequency once per day

Effect You shoot an arrow thrumming with the song of the bow. Make a Strike with the bow that deals damage as normal. As long as the Strike isn't a critical failure, the arrow explodes in a 20-foot emanation around your target, dealing 5d10 sonic damage to creatures in the area, including the target, with a DC 28 fortitude. Any creature that critically fails is Deafened for 1 minute. If any creature in the area is Undetected or Unnoticed by you, you learn its location, making it Hidden to you instead.

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.

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 (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, or could otherwise escape without effort.