TEXT: ®
  ™
  Ranged Tactics  
  Toolbox
  Ranged Tactics  
  Toolbox
  Ranged Tactics  
  Toolbox
  
  Many ranged weapons exist in the Pathfinder RPG, each filling a certain role and proving useful in different situations. The weapons 
  below are all found in Pathfinder RPG Ultimate Equipment. New ranged weapons can be found on pages 18–19 of this book.
  Ranged Weapons Arsenal
  Simple Weapons
  Weapon	
  Price	
  Dmg	(S)	
  Dmg	(M)	
  Critical	
  Range	
  Weight	
  	Type	
  Special
  Blowgun	
  2	gp	
  1	
  1d2	
  ×2	
  20	ft.	
  1	lb.	
  P	
  —
  Dart	
  5	sp	
  1d3	
  1d4	
  ×2	
  20	ft.	
  1/2	lb.	
  P	
  —
  Heavy	crossbow	
  50	gp	
  1d8	
  1d10	
  19–20/×2	
  120	ft.	
  8	lbs.	
  P	
  —
  Javelin	
  1	gp	
  1d4	
  1d6	
  ×2	
  30	ft.	
  2	lbs.	
  P	
  —
  Light	crossbow	
  35	gp	
  1d6	
  1d8	
  19–20/×2	
  80	ft.	
  4	lbs.	
  P	
  —
  Sling	
  —	
  1d3	
  1d4	
  ×2	
  50	ft.	
  —	
  B	
  —
  Underwater	heavy	crossbow	
  100	gp	
  1d8	
  1d10	
  19–20/×2	
  120	ft.	
  8	lbs.	
  P	
  —
  Underwater	light	crossbow	
  70	gp	
  1d6	
  1d8	
  19–20/×2	
  80	ft.	
  4	lbs.	
  P	
  —
  Martial Weapons
  Weapon	
  Price	
  Dmg	(S)	
  Dmg	(M)	
  Critical	
  Range	
  Weight	
  	Type	
  Special
  Amentum	
  —	
  1d4	
  1d6	
  ×2	
  50	ft.	
  1	lb.	
  P	
  Performance
  Atlatl	
  2	gp	
  1d4	
  1d6	
  ×2	
  50	ft.	
  2	lbs.	
  P	
  —
  Chakram	
  1	gp	
  1d6	
  1d8	
  ×2	
  30	ft.	
  1	lb.	
  S	
  —
  Composite	longbow	
  100	gp	
  1d6	
  1d8	
  ×3	
  110	ft.	
  3	lbs.	
  P	
  —
  Composite	shortbow	
  75	gp	
  1d4	
  1d6	
  ×3	
  70	ft.	
  2	lbs.	
  P	
  —
  Hunga	munga	
  4	gp	
  1d4	
  1d6	
  ×2	
  15	ft.	
  3	lbs.	
  P	
  —
  Longbow	
  75	gp	
  1d6	
  1d8	
  ×3	
  100	ft.	
  3	lbs.	
  P	
  —
  Pilum	
  5	gp	
  1d6	
  1d8	
  ×2	
  20	ft.	
  4	lbs.	
  P	
  Ultimate	Equipment	34
  Poisoned	sand	tube	
  1	gp	
  Special	
  Special	
  —	
  —	
  1	lb.	
  —	
  Ultimate	Equipment	34
  Shortbow	
  30	gp	
  1d4	
  1d6	
  ×3	
  60	ft.	
  2	lbs.	
  P	
  —
  Sibat	
  2	gp	
  1d4	
  1d6	
  ×3	
  10	ft.	
  2	lbs.	
  P	or	S	
  Ultimate	Equipment	37
  Tube	arrow	shooter	
  3	gp	
  1d3	
  1d4	
  ×2	
  40	ft.	
  1/2	lb.	
  P	
  —
  Underwater Crossbow
  Atlatl and Atlatl Dart
  Dart
  Sibat
  
  On the Cover
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo 
  Inc.; Iron Gods, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder 
  Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of 
  Paizo Inc.
  Printed in the U.S.A.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Authors • David N. Ross, David Schwartz, 
  and Kaitlyn Sprague
  Cover Artist • Geraud Soulie
  Interior Artists • Donald Crank, 
  Chenthooran Nambiarooran, Andy Timm, 
  Lindsey Wakefield, and Vicky Yarova
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Managing Editor • James L. Sutter
  Lead Developer • Patrick Renie
  Senior Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, 
  Mark Moreland, Patrick Renie, 
  and Owen K.C. Stephens
  Associate Editors • Judy Bauer and Christopher Carey
  Editors • Garrett Guillotte, Joe Homes, 
  and Ryan Macklin
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
  Publisher • Erik Mona
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  Table of Contents
  For Your Character 
  2
  Introduction 
  4
  Close-Range Tactics 
  6
  Mid-Range Tactics 
  8
  Long-Range Tactics 
  10
  Ranged Magic Tactics 
  12
  Special Tactics 
  14
  Ranged Weapon Dissection 
  16
  Ranged Weapons 
  18
  Tools and Equipment 
  20
  Magic Ranged Weapons 
  22
  Magic Ammunition 
  24
  Ranged Weapon Special Abilities 
  26
  Wondrous Items 
  28
  Ranged Spells 
  30
  Ranged Weapons Arsenal 
  Inside Covers
  Adowyn and Sajan take on an angry 
  griffon using bow and bolas in this 
  month’s thrilling cover illustration by 
  Geraud Soulie!
  Reference
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use of 
  this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can find 
  the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ? Questions to 
  Ask Your GM
  Asking your Game Master the 
  following questions can help you 
  get the most out of Pathfinder Player 
  Companion: Ranged Tactics Toolbox.
  What’s the limit (if any) to 
  the number of free actions per 
  turn I can take, assuming I’m 
  using these actions to reload a 
  ranged weapon?
  How do we want to handle 
  tracking 
  ammunition? 
  Can 
  I 
  assume my character restocks on 
  arrows and bolts whenever we’re 
  in town?
  Will we be using any house 
  rules for ranged combat?
  DID YOU KNOW? 
  Paizo Creative Director James Jacobs originally invented the starknife as the 
  holy weapon of Desna for his home campaign. When Paizo picked up Desna 
  for Pathfinder’s pantheon, she brought the starknife with her. It’s also the only 
  light throwing weapon in the game that does ×3 damage on a critical hit!
  Focus Characters
  This Pathfinder Player Companion 
  highlights options that are specific 
  to characters of the following classes, 
  as well as elements that can apply to a 
  wide array of characters.
  Fighters
  With a huge array of new combat 
  feats (see the index on page 3), 
  fighters have access to a wide 
  variety of ranged options, including 
  dangling from rope with their legs 
  to use a bow (page 14) and firing a 
  warning shot to demoralize their 
  foes (page 11).
  Monks
  Often regarded as strictly close-
  quarters warriors, monk characters 
  can throw off such shackles thanks 
  to the huge assortment of rules 
  options in this volume designed just 
  for them, including the far strike 
  monk archetype (page 9) and the 
  Throw Back Arrows feat (page 9).
  Rangers
  Already practiced with the bow and 
  arrow, rangers gain copious new 
  options in this toolbox, including 
  new ranger traps (page 15) as well 
  as the toxophilite ranger archetype 
  (page 11). New feats such as Ranged 
  Disarm and Ranged Trip (pages 8–9) 
  lend further versatility to these 
  deadly archers.
  Rogues
  Whether skulking amid the shadows 
  to scout behind enemy lines or 
  sniping at foes from afar, rogues of all 
  stripes can find something to hone 
  their skills, including new rogue 
  talents (page 7) and a slew of new 
  special abilities (pages 26–27) with 
  which to enchant their ammunition 
  (page 24). Those with an abundance of 
  splash weapons to hurl should check 
  out the Lob Shot feat (page 10), while 
  rogues more suited for the back of 
  the battlefield may benefit from feats 
  like Combat Advice (page 14).
  For Every Character
  Certain game elements transcend 
  the particulars of a character’s race 
  or class. The following elements 
  detailed in this book work equally 
  well for any character you want to 
  play in the Pathfinder Roleplaying 
  Game, regardless of the character’s 
  focus, type, or background.
  Feats
  The feats in this book are invaluable 
  aids to characters aiming to fight 
  from a range, and can contribute 
  to virtually any character concept. 
  Whether you’re slinging spells that 
  veer around corners with Seeking 
  Spell (page 13) or slinking around 
  and expertly sniping from a prone 
  position with Lie Low (page  10), 
  the options in this book are sure 
  to inspire awesome battles and 
  foolproof tactics.
  New Weapons
  In addition to the index of ranged 
  weapons on the inside covers, this 
  volume includes a bundle of new 
  types of ranged weapons such as 
  the ninja-favored kunai, the rock-
  throwing stonebow, and the deadly 
  crank 
  crossbow 
  (pages 
  18–19). 
  Additionally, new ammunition such 
  as barbed, incendiary, and pronged 
  arrows (page 19) make for useful 
  additions to your ranged arsenal. 
  New Tools
  The new items and equipment on 
  pages 20–21 are useful in many 
  situations, but they can be total 
  game-changers 
  for 
  those 
  who 
  use them creatively. Camouflage 
  blankets, masterwork spyglasses, 
  and contracting ropes are just some 
  of these vital tools.
  New Magic
  The latter half of this book contains 
  a host of new magical gear for those 
  with the coin or the means to create 
  such useful objects. Ammunition 
  like the arrow of charming and the 
  scouting cartridge (pages 24–25) can put 
  a halt to combat before it even starts, 
  while weapons such as the fiery bow 
  of ashes or the trusty mage’s crossbow 
  (pages 22–23) give you the edge when 
  the fight has already begun. New 
  ranged 
  weapon 
  special 
  abilities 
  (pages 26–27), wondrous items (pages 
  28–29), and spells (pages 30–31) all 
  give characters a ton of new ranged 
  options to play with.
  Weapon Dissections
  Explore the anatomy of crossbows, 
  pistols, and bows with the illustrated 
  guide to the most iconic ranged 
  weapons in the game on pages 16–17.
  For Your Character
  2
  1
  2
  3
  
  Rules Index
  The following new rules options are located on the 
  indicated pages throughout this book.
  FEATS 
  TYPE 
  PAGE
  Channel Ray 
  — 
  12
  Clinging Climber 
  Combat 
  14
  Combat Advice 
  — 
  14
  Concentrated Splash 
  Combat 
  6
  Covering Fire 
  Combat, teamwork 
  10
  Directed Disarm 
  Combat 
  6
  Distant Spell Link 
  — 
  12
  Exceptional Pull 
  Combat 
  10
  Expansive Trap Ability 
  — 
  14
  Friendly Fire Maneuvers 
  Combat, teamwork 
  14
  Lie Low 
  — 
  10
  Lob Shot 
  Combat 
  10
  Proxy Summoning 
  — 
  12
  Ranged Disarm 
  Combat, targeting 
  8
  Ranged Trip 
  Combat, targeting 
  9
  Relentless Shot 
  Combat 
  7
  Seeking Spell 
  Metamagic 
  13
  Throw Back Arrows 
  Combat 
  9
  Trick Shooter 
  Combat 
  9
  Volley Fire 
  Combat, teamwork 
  10
  Warning Shot 
  Combat 
  11
  Weathered Warrior 
  Combat 
  15
  ARCHETYPES 
  CLASS 
  PAGE
  Far strike monk 
  Monk 
  9
  Juggler 
  Bard 
  7
  Primal hunter 
  Barbarian 
  11
  Toxophilite 
  Ranger 
  11
  OTHER RULES OPTIONS 
   
  PAGE
  Ammunition 
   
  19, 24
  Equipment 
   
  20
  Magic weapons 
   
  22
  Magus arcana 
   
  13
  Ranger traps 
   
  15
  Rogue talents 
   
  7
  Spells 
   
  30
  Weapon special abilities 
   
  26
  Weapons 
   
  18
  Wondrous items 
   
  28
  3
  
  Even before the peoples of Golarion learned to work 
  metal, they wielded bows, slings, and spears to hunt 
  and to protect themselves against primordial monsters 
  as well as each other. Their techniques have evolved 
  with their societies as warriors and scholars alike have 
  developed new ranged weapons and honed their skills 
  at dispatching foes from a distance. From Varisia’s 
  finely balanced starknives to Alkenstar’s armor-
  piercing firearms, ranged weapons exemplify their 
  creators’ ingenuity while reflecting their history and  
  combat strategies.
  Every martial culture has discovered the benefits of 
  fighting from range. From lone Ulfen hunters tracking 
  wild game on the fringes of civilization to platoons of 
  Molthuni archers launching volleys that blot out the sun, 
  and from Keleshite wizards summoning distant fire to 
  Red Mantis Assassins silently eliminating targets from 
  shadows, any combatant can use distance to her advantage.
  Though anyone can throw a rock or pull a trigger, 
  becoming an expert sharpshooter takes years of training. 
  Even those who prefer the blood and grit of melee combat 
  would do well to make preparations against their rivals’ 
  ranged tactics. To this end, Pathfinder Player Companion: 
  Ranged Tactics Toolbox provides new options and rules 
  that complement ranged characters, and tips and tricks 
  to make your combatant a force to be reckoned with at 
  any distance. 
  Preparing for Ranged Combat
  Before choosing how—or even whether—to attempt a 
  fight from range, a wise combatant considers each factor 
  that can affect the outcome of the battle.
  Choose Your Weapon
  Selecting the right weapon for a fight is important for 
  any warrior, but ranged combatants must make several 
  additional considerations. Will the fight be indoors or 
  outdoors, and at what range will it occur? In outdoor 
  combat or in large open spaces, projectile weapons 
  are advantageous, as they have incredible range and 
  deal reliable damage. Those who spend most of their 
  time indoors or underground, however, may need only 
  thrown weapons, which have a shorter range but are 
  generally more versatile. In unusual environments, 
  such as when underwater, specialized weapons or 
  magical enhancements can help characters strike more 
  effectively from a distance.
  Dexterity is a ranged combatant’s primary ability 
  score, as its modifier is used to calculate ranged attack 
  bonuses. Strength, however, should not be ignored; while 
  crossbows, firearms, and alchemical weapons deal the 
  same amount of damage regardless of their wielders’ 
  Strength, characters with high Strength scores can 
  deal extra damage with composite bows, slings, and  
  thrown weapons.
  Introduction
  4
  
  Weapon proficiencies often dictate a character’s ranged 
  weapon options. Spellcasters, especially druids and 
  wizards, have few ranged weapon choices, but when spells 
  and class features aren’t available (particularly at low levels), 
  a sling or a dagger may be one of the few attack options left, 
  so they would be wise to invest in such weapons.
  Ammunition
  Without arrows, a bow is just a stick and piece of string. 
  Characters should gauge their ammunition use and carry 
  enough to last between supply runs. In a pinch, skilled 
  adventurers can use skills like Craft (bows) to make their 
  own arrows or bolts, or use the Gunsmithing feat to create 
  bullets and black powder.
  Having the right kinds of ammunition can be vital 
  to survival. Specialized types of ammunition—such 
  as flight arrows (Pathfinder RPG Ultimate Equipment 27), 
  pronged arrows (see page 19), and alchemical arrows 
  (Pathfinder Player Companion: Alchemy Manual 20) and 
  cartridges (Pathfinder RPG Ultimate Combat 140)—provide 
  even greater versatility on the battlefield. Cold iron 
  ammunition is invaluable against daemons, demons, and 
  fey, while alchemically silvered ammunition makes short 
  work of devils and lycanthropes.
  Thrown weapons are their own ammunition. Characters 
  who rely on thrown weapons should carry at least three 
  times as many as they can throw in a single round. Like 
  with ammunition, having a variety of thrown weapons 
  made of different materials or that deal different kinds of 
  damage broadens the thrower’s tactical utility.
  How to Use This Book
  Many of the options in this book are available to any 
  character regardless of class or race, while some new rules 
  may inspire characters willing to dedicate themselves to a 
  specific path or style of ranged combat. Check out the For 
  Your Character section on pages 2–3 for a guide to the rules 
  elements and features in this book and how they pertain to 
  different character concepts.
  Ranged Tactics: The first half of this book covers 
  everyday tips, specific tactics, and new rules options for 
  a variety of ranged situations, including close-range (up 
  to 60 feet away), mid-range (60–150 feet), and long-range 
  (farther than 150 feet) tactics; ranged magic; and special 
  tactics covering unusual circumstances. Each of these 
  sections includes the following subsections.
  General Tactics: From a helpful indexing of basic ranged 
  rules found in the Pathfinder RPG Core Rulebook to tricks 
  used by veteran Pathfinder RPG players, these pointers are 
  invaluable to novice and experienced players alike.
  Specific Tactics: These tactics suggest specific feats, 
  class features, archetypes, and other rules elements that 
  are useful for characters who frequently find themselves 
  in ranged combat. Unlike general tactics, these 
  character-specific options are available only to those 
  who fulfill prerequisites and make specific choices 
  during character creation or advancement.
  CULTURAL RANGED WEAPONS
  While many ranged weapons are ubiquitous throughout 
  Golarion, some trace their origins to specific Inner 
  Sea locales.
  DOUBLE CROSSBOW (ABSALOM)
  Large and complex, yet undeniably powerful, the 
  double crossbow is a favorite in Absalom, the metropolis 
  credited with its invention. Though various historical 
  figures are credited as its architect, no one really knows 
  who first combined two crossbows into a single weapon. 
  The double crossbow is commonly seen in the hands of 
  Absalom’s city watch and mercenary guards, as well as the 
  minotaurs and other beasts of the hinterlands. Difficult to 
  craft and to wield, the double crossbow is rarely used 
  outside the Isle of Kortos except among industrious 
  followers of Abadar, who see no sin in improving upon 
  their god’s favored weapon.
  FIREARM (ALKENSTAR)
  Firearms were invented in Alkenstar, and though a few 
  tinkerers are scattered across the Inner Sea region, the 
  Grand Duchy remains the only reputable and reliable 
  source for black powder weapons. Despite their efficacy, 
  firearms are rare outside the Mana Wastes, perhaps 
  due to the greater reliability of magic elsewhere or the 
  protectionist policies Alkenstar enforces to maintain its 
  monopoly. Though a variety of firearms can be found 
  throughout the Grand Duchy’s holdings, the pistol 
  remains the most popular for its portability, ease of use, 
  and relative affordability.
  STARKNIFE (VARISIA)
  Writings, paintings, and other relics depict native 
  Varisians using starknives for ages. In recent centuries, 
  the starknife has spread across Avistan, Garund, and 
  Tian Xia thanks to Varisian wanderlust and the influence 
  of the goddess Desna, who favors the starknife as her 
  holy weapon. To those who use it, the starknife is more 
  than a tool of violence—it represents Cynosure, the 
  North Star and fabled realm of the goddess Desna, as 
  well as crossroads on a trail and the compass rose on 
  a map. Despite its widespread use and depiction in art, 
  the starknife remains as much a symbol of the Varisian 
  people as the harrow or the kapenia.
  Feats: Each section includes several feats to improve your 
  character’s ranged combat prowess. Though most of these 
  feats are for specific situations, many are useful in a variety  
  of circumstances.
  Rules Options: Finally, each tactics section includes new 
  class options, such as rogue talents and magus arcana, or 
  class archetypes designed for ranged combat.
  Toolbox: The second half of this book presents new 
  ranged weapons and ammunition, both mundane and 
  wondrous, as well as tools, magic items, and spells to use 
  from a distance, whether in or out of combat.
  5
  
  For ranged combatants, combat at distances of less than 
  60 feet can be their greatest challenge. Allies enter the 
  fray and become inadvertent targets for missed shots, 
  and the line between ranged and melee combat blurs 
  as enemies move closer. Archers and slingers alike can 
  better protect themselves and their allies by learning how 
  and when to switch between ranged and melee weapons 
  when the battle gets up close and personal.
  General Tactics
  Close-range fighting requires you to be quick on your feet 
  and constantly adapt to fluidly changing circumstances.
  Keep a Thrown Weapon Handy: While thrown weapons 
  are generally useful only at close range, many also 
  double as light melee weapons, and thus make excellent 
  secondary weapons whether at range or in a grapple.
  Switch to Melee Weapons: When all else fails, draw a 
  melee weapon. Narrow passages or mobile opponents can 
  make ranged combat impractical, or even impossible. 
  Also, if you have a dagger or quarterstaff at hand, 
  running out of ammunition or spells won’t preclude 
  further combat.
  Take a 5-Foot Step: Often, the easiest way to delay a 
  melee confrontation and avoid provoking attacks of 
  opportunity is to take a 5-foot step before unleashing 
  ranged attacks or spells.
  Use Splash Weapons: Alchemical weapons allow 
  anyone to deal energy damage or hinder multiple 
  enemies at once. Such tools can be invaluable against foes 
  with special resistances, such as alchemist’s fire for trolls 
  or holy water for incorporeal undead.
  Specific Tactics
  When a ranged character is forced into close-range 
  combat, the following tactics can be invaluable.
  Avoid Attacks of Opportunity: When a 5-foot step isn’t 
  effective or possible—such as when an opponent has 
  extraordinary reach or the Step Up feat, or because of poor 
  terrain—ranged combatants have other ways to avoid 
  provoking attacks of opportunity when using ranged 
  weapons. Feats such as Point-Blank MasterAPG, Close-
  Quarters ThrowerUC, and Deft Shootist DeedUC as well 
  as the nimble shotUE weapon special ability allow ranged 
  combatants to make ranged attacks without provoking 
  attacks of opportunity. The feats Stabbing ShotAPG and 
  Sword and PistolUC combine melee and ranged attacks 
  to deter such counterattacks. The Sling FlailUC feat and 
  the gunslinger’s pistol-whip deedUC allow characters to 
  make melee attacks with ranged weapons, as does Catch 
  Off-Guard in a pinch. Once per encounter, the Parting 
  ShotAPG feat allows a character to make a ranged attack 
  while withdrawing that doesn’t provoke an attack of 
  opportunity from the threatening opponent.
  Don’t Shoot Your Allies: Though they block your 
  opponents, your allies can also block your shots. Feats 
  such as Precise Shot and Improved Precise Shot reduce 
  the penalties for firing into melee.
  Take Point-Blank Shot: This feat, which provides a 
  bonus at close ranges and is a prerequisite for many other 
  ranged feats, is a must for any ranged combatant.
  Throw Something: Characters can improve the 
  effectiveness of thrown weapons with feats such as 
  Charging 
  HurlerUC, 
  Improved 
  Charging 
  HurlerUC, 
  Opening VolleyUC, and Two-Handed ThrowerUC. The 
  feats Arc SlingerUC, Distance ThrowerUC, and Far Shot 
  all reduce the range penalties for thrown weapons. 
  Throw Anything can turn just about any object into a 
  thrown weapon, and negates the penalties for throwing 
  improvised weapons. Barbarians who excel at throwing 
  weapons, particularly those with the hurlerAPG archetype, 
  exchange fast movement for extended range, and all 
  barbarians can take advantage of the hurlingAPG rage 
  powers and the Raging HurlerUC feat.
  Feats
  The following new combat feats give ranged combatants 
  more options at shorter distances and are available to 
  all characters.
  Concentrated Splash (Combat)
  You can limit the splatter of your splash weapons to 
  increase damage against your target.
  Prerequisite: Precise Shot or Throw Anything.
  Benefit: When you deal a direct hit to a creature 
  with a splash weapon that normally also deals splash 
  damage, you can choose to forgo dealing splash damage. 
  If you do, the damage dealt to the target of the direct 
  hit increases by 50%. This damage is multiplied on a 
  critical hit.
  This feat cannot be used with an alchemist’s bombsAPG.
  Directed Disarm (Combat)
  A weapon you pull from one enemy’s grip flies toward 
  another enemy.
  Prerequisites: Int 13, Combat Expertise, Greater 
  Disarm, Improved Disarm, base attack bonus +11. 
  Benefit: Whenever you successfully use a combat 
  maneuver to disarm an opponent, the disarmed weapon 
  lands up to 15 feet away from its wielder, in the direction 
  you choose. Alternatively, you can make a ranged attack 
  as an immediate action with the disarmed weapon 
  against another opponent, as long as the disarmed 
  weapon is a light or one-handed weapon. If the weapon 
  is not a thrown weapon, you take a –4 penalty on the 
  attack roll. You take a –4 penalty on your attack roll if 
  you do not have a free hand.
  Close-Range Tactics
  6
  
  Relentless Shot (Combat)
  You keep your aim steady on a downed foe.
  Prerequisites: Point-Blank Shot, base attack bonus +6.
  Benefit: When you successfully trip an opponent 
  within 30 feet with a ranged attack, you threaten that 
  opponent until your next turn. You can make attacks of 
  opportunity against that opponent with ranged weapons. 
  This effect ends if you attack another target or the 
  opponent moves from its current square.
  Normal: While wielding a ranged weapon, you threaten 
  no squares and cannot make attacks of opportunity with 
  that weapon.
  Juggler (Bard Archetype)
  Jugglers are masters of manipulating objects, most 
  famously by keeping multiple objects in the air 
  simultaneously. They often incorporate this talent into 
  acting, comedy, or dance. Adventuring jugglers find their 
  abilities translate well into the use of thrown weapons.
  Weapon and Armor Proficiencies: A juggler is 
  proficient with all simple weapons, plus martial thrown 
  weapons. This replaces his normal weapon proficiencies. 
  A juggler is not proficient with shields.
  Fast Reactions (Ex): At 1st level, a juggler gains Deflect 
  Arrows as a bonus feat. At 5th level, he gains Snatch 
  Arrows as a bonus feat. The juggler doesn’t need to meet 
  the prerequisites for these feats. The juggler can use the 
  ability granted by these feats an additional time each 
  round at 11th level (with a –5 penalty on his second attack 
  roll) and at 17th level (with a –10 penalty on his third 
  attack roll). This ability replaces bardic knowledge and 
  lore master.
  Combat Juggling (Ex): At 2nd level, a juggler can hold 
  and wield (in other words, “juggle”) up to three items or 
  weapons in his hands. The juggler must be able to hold 
  and wield an object in one hand in order to juggle it. 
  This ability doesn’t grant the juggler 
  additional attacks, though it does 
  allow him to use different weapons 
  as part of a full attack. As long as he is 
  juggling fewer than three objects, the 
  juggler is considered to have a free hand 
  (for the purposes of drawing a weapon, 
  using somatic components, 
  using Deflect Arrows, and 
  so on). At 6th level and every 
  4 levels thereafter, 
  the 
  maximum 
  number of objects 
  the juggler can 
  juggle increases 
  by 
  one, 
  to 
  a 
  maximum of seven 
  objects at 18th level.
  If the juggler is 
  affected by any action 
  or condition that would 
  require a concentration check while he is juggling, 
  he must attempt a Sleight of Hand check to continue 
  juggling and avoid losing concentration. The check’s 
  DC is the same as a concentration check, treating the 
  spell level as twice the number of objects being juggled. 
  If the juggler fails his Sleight of Hand check, he drops 
  all juggled objects but one, determined randomly. This 
  ability replaces versatile performance.
  Evasion (Ex): At 2nd level, a juggler gains evasion, 
  as the rogue class feature of the same name. At 
  12th level, he gains improved evasion, as the rogue 
  advanced talent. This ability replaces well-versed and 
  soothing performance.
  Rogue Talents
  The following rogue talents complement rogues who 
  specialize in ranged combat.
  Bomber (Su): A rogue with this talent can make a 
  number of bombs per day equal to her Intelligence 
  modifier (minimum 1). These bombs act as alchemist’s 
  bombs (Pathfinder RPG Advanced Player’s Guide 28), except 
  they deal damage equal to the damage dealt by the rogue’s 
  sneak attack (the rogue doesn’t add her Intelligence 
  modifier to this damage).
  Bomber’s Discovery (Su): A rogue with this talent gains 
  an alchemist’s discovery that modifies a bomb. A rogue 
  must have the bomber rogue talent to select this talent.
  Without a Trace (Ex): When the rogue successfully uses 
  evasion or improved evasion to avoid taking damage, 
  she can attempt to hide as an immediate action. The 
  rogue attempts a Stealth check with a –20 penalty, but 
  gains a +1 bonus on her check for every die of damage 
  the avoided attack would have dealt. The rogue can 
  attempt this check even while being observed, as long 
  as she has cover or concealment or an ability that 
  allows her to use the Stealth skill while being 
  observed without cover or concealment.
  7
  
  Many ranged weapons are best used at distances between 
  60 and 150 feet from a target. At this distance, ranged 
  combatants are far enough away to avoid being caught 
  up in melee while close enough to avoid range penalties. 
  Wilderness encounters often begin at this range.
  General Tactics
  To maintain an edge in mid-ranged combat, a skilled 
  ranged combatant maintains a safe distance and 
  takes advantage of the terrain.
  Keep Your Distance: It’s often better for ranged 
  combatants to make fewer ranged attacks than 
  to get caught in melee. Keep in mind that the 
  DC of Perception checks increases by 1 with every 10 feet 
  of distance, which can quickly balance out a sniper’s –20 
  penalty on Stealth checks for sniping.
  Take Cover: Attacking from cover—whether you’re 
  behind trees, an arrow slit, a parapet, or the corner of 
  a building—grants you extra defense against detection 
  and ranged attacks. Remember that a low obstacle can 
  provide cover as long as you’re within 30 feet of it, and 
  even just fighting from around a corner can grant you 
  at least partial cover.
  Use Obstacles and Terrain: Many opponents can close 
  with you in melee in 1 or 2 rounds—unless something 
  gets in their way. Whether in an army or an adventuring 
  party, allying with melee combatants is often the best 
  means of shielding ranged combatants from the thick 
  of the conflict. Difficult terrain, low barriers, and 
  deep water can slow pursuers long enough to allow for 
  additional volleys, and firing from an elevated position 
  not only makes it more difficult for foes to approach but 
  also grants an offensive advantage.
  Specific Tactics
  Many rules options help make ranged characters potent 
  forces at mid-range.
  Avoiding Attacks: Feats such as Deflect Arrows, 
  Lightning Stance, and Wind Stance can force incoming 
  ranged attacks to miss. Class features like evasion and 
  improved evasion can completely negate damaging 
  effects that allow a Reflex save. The evasion ability is a 
  feature of several classes, but any character can acquire it 
  with a ring of evasion.
  Fight from a Mount: Attacking from a combat-trained 
  mount can greatly increase a ranged attacker’s mobility. 
  With a successful DC 5 Ride check, as a free action a 
  rider can guide a mount in a way that leaves both hands 
  free for reloading or shooting. With a successful DC 15 
  Ride check, you can use your mount as soft cover, while 
  the Mounted Combat feat allows riders to negate attacks 
  against their mounts. The Mounted Archery feat reduces 
  penalties for attacking from a moving steed.
  Feats
  The following new combat feats are available to all 
  characters to improve their mid-range combat abilities.
  Several of the following feats have the new targeting 
  type. If you are using the optional called shots rules 
  (Pathfinder RPG Ultimate Combat 193), attacks made with 
  targeting feats count as called shots for the purposes of 
  abilities or effects that modify called shots, such as the 
  Improved Called Shot feat from Ultimate Combat.
  Ranged Disarm (Combat, Targeting)
  A well-placed shot disarms your foe. 
  Mid-Range Tactics
  8
  
  Prerequisites: Dex 13, Deadly Aim, base attack bonus +1.
  Benefit: As a full-round action, you can attempt to 
  perform a disarm combat maneuver with any ranged 
  weapon at a –2 penalty. Add your Dexterity modifier 
  to your CMB in place of your Strength modifier and 
  apply range penalties to your combat maneuver check, 
  doubling the penalties from range increments. If your 
  target is more than 30 feet away, you take an additional 
  –2 penalty. If the disarm attempt is successful, the target 
  also takes damage as if you had made a successful attack 
  with that weapon. You cannot be disarmed by failing this 
  disarm attempt.
  Ranged Trip (Combat, Targeting)
  A shot to the leg causes your foe to fall prone.
  Prerequisites: Dex 13, Deadly Aim, base attack bonus +1.
  Benefit: As a full-round action, you can attempt to 
  perform a trip combat maneuver with any ranged weapon 
  at a –2 penalty. Add your Dexterity modifier to your 
  CMB in place of your Strength modifier and apply range 
  penalties to your combat maneuver check, doubling the 
  penalties from range increments. If your target is more 
  than 30 feet away, you take an additional –2 penalty. If the 
  trip attempt is successful, the target also takes damage as 
  if you had made a successful attack with that weapon. You 
  can’t be knocked prone by failing the trip attempt.
  Throw Back Arrows (Combat)
  When you catch arrows and other ranged ammunition, 
  you can immediately hurl them at your enemies.
  Prerequisites: Dex 17, Deflect Arrows, Improved 
  Unarmed Strike, Snatch Arrows.
  Benefit: When using the Snatch Arrows feat, you can 
  throw a caught piece of ranged ammunition (such as an 
  arrow, bolt, or sling bullet, but not a firearm bullet) as 
  though it were a thrown weapon with a range increment 
  of 20 feet (even though it isn’t your turn). The thrown 
  ammunition deals the normal amount of damage for 
  its type plus your Strength modifier, and you don’t take 
  a penalty for throwing a weapon that isn’t designed to 
  be thrown. This attack provokes attacks of opportunity 
  as normal.
  You must have at least one hand free (holding nothing) 
  to use this feat.
  Trick Shooter (Combat)
  Your uncanny aim allows you to disable your opponents 
  without harming them.
  Prerequisites: Dex 13, Deadly Aim, base attack bonus +1.
  Benefit: You gain a +2 bonus on ranged combat 
  maneuvers. When you attempt to perform a ranged 
  combat maneuver, you can refrain from damaging the 
  target at no penalty.
  Far Strike Monk (Archetype)
  Far strike monks are masters of thrown weapons, from 
  shuriken to throwing axes to spears. The far strike school 
  views thrown attacks as an extension of unarmed strikes, 
  and masters of this school can infuse thrown weapons 
  with their ki.
  Weapon and Armor Proficiency: In addition to the 
  standard monk weapon proficiencies, a far strike monk 
  is proficient with all thrown weapons.
  Flurry of Blows (Ex): A far strike monk can make a 
  flurry of blows as a full-attack action as long as he’s 
  attacking with thrown weapons. He can’t make a flurry 
  of blows with his unarmed attacks or any other weapons. 
  A far strike monk’s flurry of blows otherwise functions as 
  the standard monk class feature.
  A far strike monk can’t use Rapid Shot when making 
  a flurry of blows with a thrown weapon. This ability 
  alters flurry of blows.
  Bonus Feats: A far strike monk adds the following feats to 
  his list of bonus feats at 1st level: Far Shot, Point-Blank Shot, 
  Precise Shot, and any targeting feat. At 6th level, he adds 
  the following feats: Improved Precise Shot, Parting ShotAPG, 
  and Trick Shooter. At 10th level, he adds the following feats: 
  Improvised Weapon Mastery and Pinpoint Targeting.
  Fast Thrower: At 1st level, a far strike monk gains 
  Quick Draw as a bonus feat, even if he doesn’t meet the 
  prerequisites. At 4th level, he gains Shot on the Run as a 
  bonus feat, even if he doesn’t meet the prerequisites. At 
  8th level, when using the Shot on the Run feat, he can 
  make a second ranged attack with a –5 penalty at any point 
  during his movement. At 15th level, he can make a third 
  ranged attack with a –10 penalty at any point during his 
  movement. This ability replaces Stunning Fist.
  Invisible Blade (Ex): At 3rd level, when a far strike monk 
  uses the Stealth skill to maintain his obscured location 
  after sniping, he takes a –10 penalty on his Stealth check 
  instead of –20. This ability replaces still mind.
  Ki Pool (Su): At 4th level, in addition to the normal 
  abilities of his ki pool, a far strike monk can spend 1 
  point from his ki pool to increase the range increment of 
  a thrown weapon by 20 feet for 1 round.
  Ki Missile (Su): At 5th level, a far strike monk can 
  spend 1 point from his ki pool as a swift action to change 
  the base damage dice of thrown weapons to that of his 
  unarmed strikes. These weapons are also treated as ki 
  focus weapons, allowing the monk to apply his special ki 
  attacks to his thrown weapons as if they were unarmed 
  strikes. This effect lasts until the beginning of his next 
  turn. This ability replaces purity of body.
  Trick Throw (Su): At 11th level, a far strike monk can 
  infuse his thrown weapons with ki to hit targets that 
  he might otherwise miss. By spending 1 point from his 
  ki pool as a swift action, the far strike monk can ignore 
  concealment. By spending 2 points, he can ignore total 
  concealment or cover. By spending 3 points, he can ignore 
  total cover, even throwing weapons around corners. The 
  weapon must still be able to reach the target; for instance, 
  a target inside a closed building with no open doors or 
  windows cannot be attacked using Trick Throw. These 
  effects last for 1 round. This ability replaces diamond body.
  9
  
  With more than 150 feet separating opposing sides, long-
  range combat is the undisputed domain of archers and 
  spellcasters. Combat at this distance necessarily occurs 
  in wide, open spaces: across deserts and plains, on the 
  sea, and even in the sky. A force prepared for long-range 
  combat can badly damage or even defeat their enemies 
  before ever being exposed to danger.
  General Tactics
  Preparation is key when fighting from long range, and 
  having the right equipment and know-how is critical to a 
  successful skirmish.
  Be Ready for Range: Not every battle begins at close 
  enough range for charging into melee, and enemies may 
  hide behind battlements, fly through the air, or emit a 
  debilitating aura. Even characters optimized for melee 
  combat should carry a ranged weapon with substantial 
  range for these scenarios.
  Keep a Low Profile: When using a crossbow or 
  firearm, long-range combatants can drop prone to gain a 
  +4 bonus to AC against ranged attacks (+6 with the Prone 
  ShooterUC feat). Melee combatants outside of charging 
  range can use total defense while approaching an enemy 
  to gain a +4 dodge bonus to AC (+6 with 3 or more ranks 
  in Acrobatics).
  Use Specialized Ammunition: Flight arrowsUE and 
  iron-tipped distance arrowsUC travel farther than 
  standard arrows but deal less damage. Other types of 
  special ammunition (see pages 19 and 24–25) can add 
  further flexibility to a combatant’s arsenal.
  Specific Tactics
  When attacking from a distance of more than 150 feet, 
  successful ranged combatants would do well to find 
  ways to reduce range increment penalties, enhance their 
  Perception checks, and conserve ammunition.
  Minimize Penalties: Penalties for exceeding a weapon’s 
  range increments can be prohibitive at this distance. The 
  Far Shot and Eagle EyesAPG feats reduce range penalties 
  for attack rolls and Perception checks, respectively. The 
  distance weapon special ability doubles a weapon’s range.
  Use Magic Weapons: Save ammunition by using ammo 
  with the conservingUE, endless ammunitionUE, or returning 
  magic weapon special abilities. Weapons with the greater 
  or lesser designatingUE, second chanceUE, and seeking special 
  abilities have improved odds of hitting a target. An 
  adaptiveUE composite bow adjusts to its user’s strength. 
  Firearms can be enhanced with the luckyUE and reliableUE 
  special abilities or loaded with dry loadUE ammunition.
  Feats
  The following new combat feats are built around 
  long-range combat and are available to all characters. 
  Long-Range Tactics
  Some of these feats are teamwork feats, which were first 
  introduced in the Pathfinder RPG Advanced Player’s Guide. 
  In most cases, teamwork feats require allies to posses the 
  same feat to gain the feat’s benefit.
  Covering Fire (Combat, Teamwork)
  You distract your enemies with ranged attacks to protect 
  your allies.
  Prerequisite: Point-Blank Shot.
  Benefit: You can use the aid another action with a 
  ranged attack against an opponent, regardless of whether 
  the opponent threatens an ally. Range penalties apply to 
  this attack roll. Choose one ally when making the attack. 
  If the attack is successful, that ally gains a +2 bonus to AC 
  against that opponent’s next attack, as long as the attack 
  comes before the beginning of your next turn. All allies 
  with this feat also gain this bonus against that opponent.
  Exceptional Pull (Combat)
  You have mastered techniques to get the most out of 
  composite bows.
  Prerequisites: Dex 13, Deadly Aim, base attack bonus +3.
  Benefit: When you wield a ranged weapon that you are 
  proficient with and that has a strength rating, add 2 to 
  the weapon’s strength rating. You don’t take a penalty on 
  attack rolls for having a Strength modifier lower than the 
  strength rating of a weapon, provided you’re proficient 
  with that weapon.
  Lie Low
  You’re even harder to see when prone than most are.
  Benefit: If you have been prone since the end of your 
  last turn, the penalty on Perception checks for others to 
  notice you increases by 1 for every 20 feet between you 
  and the observer, to a maximum increase of 5 at 100 feet. 
  This stacks with the normal modifier for distance.
  Lob Shot (Combat)
  You can make a high, arcing shot to strike your opponents 
  from above.
  Prerequisites: Far Shot, Point-Blank Shot.
  Benefit: While making a ranged attack, you can ignore 
  any cover bonuses to AC, including total cover, unless 
  the target also has cover from above, such as a roof or 
  forest canopy. When using this feat, treat your target as 
  if it were one range increment farther away. You can’t use 
  this feat unless you have headroom equal to at least half 
  the attack’s range.
  Volley Fire (Combat, Teamwork)
  You have trained to work in ranks of archers to rain 
  arrows down upon your foes.
  Prerequisite: Point-Blank Shot.
  10
  
  Benefit: You gain a +1 bonus on ranged attack rolls for 
  each ally with this feat who made a ranged attack since 
  the end of your last turn against a target within 15 feet 
  of your target, to a maximum of +4. These allies don’t 
  provide cover against your attacks.
  Warning Shot (Combat)
  An intentional near-miss demonstrates your frightening 
  skill at range.
  Prerequisites: Point-Blank Shot, Precise Shot, Weapon 
  Focus, proficiency with the selected weapon.
  Benefit: As a standard action, you can make a ranged 
  touch attack using a ranged weapon with which you have 
  Weapon Focus. If successful, instead of dealing damage 
  or applying any other effects of the attack, you may 
  attempt an Intimidate check to demoralize the target as 
  a free action. The target doesn’t need to be within 30 feet, 
  nor does it need to be able to see or hear you.
  Primal Hunter (Barbarian Archetype)
  Rather than exploding with anger, primal hunters focus 
  their rage to strike distant targets. Though able to hold their 
  own in melee, primal hunters specialize in using some of 
  the oldest of ranged weapons: bows, slings, and spears.
  Exceptional Pull: At 1st level, a primal hunter gains 
  Exceptional Pull (see previous page) as a bonus feat, 
  even if she doesn’t meet the requirements. At 11th and 
  20th levels, the strength rating of weapons she wields 
  increases by 1 (weapons without a strength rating are not 
  affected). This ability replaces fast movement.
  Focused Rage (Ex): While raging, a primal hunter 
  gains a +2 bonus on attack rolls with ranged weapons. 
  This bonus increases to +3 at 11th level and to +4 at 20th 
  level. While raging, a primal hunter can attempt Stealth 
  checks but doesn’t gain a morale bonus on Will saves. 
  This ability alters rage.
  Rage Powers: The following rage powers complement 
  the primal hunter archetype: deadly accuracyUC, lethal 
  accuracyUC, reflexive dodgeUC, rolling dodge, sharpened 
  accuracyUC, surprise accuracy.
  Toxophilite (Ranger Archetype)
  While many rangers use bows and arrows, the 
  toxophilite takes special pride in her skill at archery. 
  The toxophilite emulates the sharpshooting rangers 
  of legend, who could pin a f ly to the wall with a single 
  shot or split one arrow with another. A truly talented 
  toxophilite can even shoot down an enemy’s arrow while 
  it’s still in f light.
  Arrow-Splitter (Ex): A toxophilite gains a +1 bonus on 
  ranged attack rolls against creatures or objects two or 
  more size categories smaller than her. The toxophilite’s 
  ranged attacks also deal full damage to objects instead 
  of half damage. This ability replaces wild empathy.
  Combat Style Feat (Ex): At 2nd level, a toxophilite 
  must select one of two ranged combat styles to pursue: 
  archery or crossbowAPG.
  Intercept Arrow (Ex): At 3rd level, a toxophilite can ready 
  a ranged attack to deflect a ranged weapon attack against 
  her or an ally within 30 feet. To deflect the attack, the 
  toxophilite makes an attack with a ranged weapon. If her 
  attack roll is greater than the attacking opponent’s roll, the 
  opponent’s initial attack automatically misses. For each 
  size category the attacking creature is larger than the 
  toxophilite, the toxophilite takes a –4 penalty on her 
  attack roll. The toxophilite must declare the use 
  of this ability after the attack is announced, 
  but before the roll is made. Unusually 
  massive ranged weapons, such as boulders 
  or ballista bolts, and ranged attacks 
  by firearms or generated by natural 
  attacks or spell effects can’t 
  be deflected. This ability 
  replaces endurance.
  Improved Intercept (Ex): At 
  11th level, when the toxophilite 
  takes a full-attack action with 
  a ranged weapon, she can 
  choose to forgo one of her 
  attacks. If she does so, she 
  can use her intercept arrow 
  ability as an immediate 
  action instead of a readied 
  action at any time before 
  her next turn. Her attack 
  roll to intercept uses the 
  same bonuses as the attack 
  she chose to forgo during 
  her previous action. This 
  ability replaces quarry.
  Greater Intercept (Ex): 
  At 19th level, whenever 
  a  toxophilite successfully 
  deflects an attack with her 
  intercept arrow ability, she 
  can redirect the attack against a 
  target within 30 feet, using the 
  intercepted attack’s attack 
  roll against the new target’s 
  AC. This ability replaces 
  improved quarry.
  11
  
  While bows and arrows can be a warrior’s saving grace 
  at range, spellcasters face an entirely different set of 
  challenges when fighting from a distance. Thankfully, 
  magic users also boast an impressive array of ranged 
  combat options to close the gap and win the day.
  General Tactics
  Many spellcasters specialize in engaging foes from afar, 
  both to avoid melee combat drawbacks (like attacks of 
  opportunity and the challenge of using magic while 
  grappled), and to fully exploit tactics that only spells and 
  magical powers can create.
  Exploit Proxies: Familiars, summoned monsters, 
  eidolons, and animal companions can allow a character to 
  engage enemies while maintaining a significant distance 
  between herself and her foes. Even touch spells can be 
  viable ranged combat options if a spellcaster can use 
  another creature or a spectral hand spell to deliver it.
  Fight from Extreme Range: Many spells, such as demand, 
  dream, nightmare, phantasmal revengeAPG, and sending, can be 
  used at extremely long range. Although such spells are rarely 
  enough to defeat foes, they can allow a clever spellcaster to 
  prepare for or initiate a fight while minimizing risk. 
  Pack Wands and Staves: While many spellcasters 
  are proficient with only simple ranged weapons like 
  crossbows, most can also use wands and staves loaded with 
  ranged spells and effects. A spare wand of magic missile 
  or staff of fire can help spellcasters inflict damage from a 
  distance while reserving their most powerful magic for 
  enemies who stray within range.
  Use Unavoidable Effects: One of spellcasting’s greatest 
  advantages is its access to abilities that always work or are 
  extremely hard to avoid. Magic missile is perhaps the best 
  known of these spells, but many area spells and spells with 
  partial effects such as black tentacles, entangle, and silence 
  are similarly difficult to resist.
  Specific Tactics
  Spellcasters who fight at range often favor tactics that 
  complement their natural strengths and preferred methods. 
  Learn Stone Call: This 2nd-level spell (Pathfinder RPG 
  Advanced Player’s Guide 247) deals damage across a large 
  area with no saving throw or attack roll required, can hit 
  numerous evasive—and even flying—opponents from 
  more than 100 feet away, and creates difficult terrain that 
  can slow approaching enemies.
  Scry and Teleport: The combination of divination 
  (scrying) and conjuration (teleportation) spells can make 
  for a potent offensive option. Scrying can provide vital 
  information about a foe’s vulnerabilities and defenses 
  before the spellcaster teleports in to strike at the most 
  opportune moment—provided she carries off her plan 
  before the scrying sensor is noticed.
  Take Metamagic Feats: Numerous metamagic feats 
  bolster a spellcaster’s ability to fight from afar, including 
  Reach SpellAPG, which can make even touch spells viable 
  ranged options; Enlarge Spell, which is useful for 
  augmenting long-range spells and many spells that have a 
  nonstandard range type; and Selective SpellAPG, which can 
  protect allies from area effects such as fireball.
  Feats
  The following new feats are available to all characters and 
  can bolster spellcasters’ ranged capabilities.
  Channel Ray
  You can focus your channeled energy on a single target.
  Prerequisite: Channel energy class feature.
  Benefit: When you channel energy, you can project a 
  ray from your holy symbol instead of creating a burst. You 
  must succeed at a ranged touch attack to hit an unwilling 
  target; your target is then affected by the channeled energy 
  as normal and receives a saving throw. You need not make 
  an attack roll to affect a willing creature with the ray. The 
  ray has a range of 30 feet per channel energy die, and its 
  save DC is increased by 2.
  Distant Spell Link
  You can share spells and grant touch spells to your 
  companion creature over a great distance.
  Prerequisites: Enlarge Spell or Reach SpellAPG; animal 
  companion, eidolon, familiar, or other allied creature with 
  the share spells ability (Pathfinder RPG Core Rulebook 52).
  Benefit: The range of your allied creature’s share spells 
  ability increases to close (25 feet + 5 feet for every 2 levels) 
  as long as you have line of effect to the creature when you 
  cast the shared spell. If your allied creature has the deliver 
  touch spells ability, you can designate your allied creature 
  as the spell’s source when you cast a touch spell as long as 
  you are within close range of it. The creature must still 
  deliver the touch spell at its touch range.
  Normal: You must be adjacent to your familiar to share 
  spells with it or designate touch spells for it to deliver.
  Proxy Summoning
  Creatures you summon can act as proxies to deliver your 
  spells to foes.
  Prerequisites: Ability to cast conjuration (summoning) 
  spells or a conjuration (summoning) spell-like ability, 
  caster level 5th.
  Benefit: Whenever you cast a touch spell while 
  adjacent to a creature you summoned (including an 
  eidolon), you can have the summoned creature carry 
  the spell’s charge. Once the spell is cast, you and any 
  creature you summon gain the share spells ability (Core 
  Rulebook 52). This feat doesn’t qualify you for feats or 
  Ranged Magic Tactics
  12
  
  other rules options that require you to have an animal 
  companion, familiar, or similar allied creature with the 
  share spells ability.
  Seeking Spell (Metamagic)
  You can cast spells that bend around barriers to reach 
  their intended destination.
  Benefit: A seeking spell’s range can bend around 
  obstacles to reach the intended target. You can define 
  the route yourself or unambiguously identify a target 
  and allow the spell to determine its own path. However, 
  the spell fails if it would have to travel farther than its 
  maximum range to reach the identified target. A ranged 
  attack roll made to deliver a seeking spell is not subject to 
  cover or concealment. In order to benefit from this feat, 
  the selected spell must have a range greater than touch 
  and target one or more creatures, or it must require the 
  caster to make a ranged touch attack. A seeking spell uses 
  up a spell slot 2 levels higher than the spell’s actual level.
  Magus Arcana
  The following new magus arcana are best suited to magi 
  interested in ranged combat, such as myrmidarchs 
  (Pathfinder RPG Ultimate Combat 56).
  Dark Shifter (Su): The magus can expend 1 point from 
  his arcane pool as a move action to change the target of 
  an ongoing spell effect with the darkness descriptor. 
  The new target must be within the spell’s original range, 
  and uses the magus’s level as the effective caster level for 
  the purpose of determining the maximum distance the 
  effect can be moved from the magus. If the spell effect the 
  magus is moving originated from another creature, the 
  magus must succeed at a caster level check to reposition 
  the effect (DC = 11 + the effect’s caster level). Failure wastes 
  the magus’s move action, but doesn’t expend the point 
  from his arcane pool. The magus must be at least 6th level 
  before selecting this arcana.
  Pool Ray: The magus can expend 1 
  point from his arcane pool as a standard 
  action to infuse a ranged weapon 
  with elemental power. As a free 
  action while making an attack 
  roll with the infused ranged 
  weapon, after the attack roll has 
  been made but before the results 
  are revealed by the GM, the magus 
  can release the charge and cause 
  his attack to deal 1d6 points 
  of energy damage (acid, cold, 
  electricity, or fire, chosen when he 
  spends the arcane pool point to activate 
  this ability). If he misses with this 
  attack, the charge is lost and the effect 
  is wasted. If the magus has the ranged 
  spellstrike class feature (such as through 
  the myrmidarch archetype), he can use 
  this ability with ranged spellstrike to treat 
  it as its own ranged touch attack. At 6th level and every 
  3 levels thereafter, the amount of damage dealt by this 
  attack increases by 1d6.
  Ranger Trap: The magus learns a ranger trap (Pathfinder 
  RPG Ultimate Magic 64). Additional ranger traps can be 
  found on page 15. The magus must be at least 10th level 
  before selecting this arcana.
  Reach Magic: The magus can cast one spell per day as 
  if it were modified by the Reach SpellAPG feat. This doesn’t 
  increase the spell’s casting time or level.
  Throwing Magus: Whenever the magus enhances his 
  weapon using his arcane pool, he can spend 1 additional 
  point from his arcane pool to add the returning and throwing 
  abilities to the list of available weapon special abilities. 
  When the magus throws a weapon enhanced by his arcane 
  pool and hits a foe, he regains 1 arcane pool point. The 
  magus can regain a number of arcane pool points per day 
  equal to his Intelligence modifier in this way. If he throws 
  his held weapon and draws another in the same round, he 
  can enhance the newly drawn weapon with his arcane pool 
  as a free action instead of a swift action.
  13
  
  An encounter’s unusual circumstances can matter more 
  than its range. In such an event, the most reliable path 
  to success lies in understanding the situation better than 
  your foes do.
  General Tactics
  Ranged combatants must carefully assess the situation 
  before heading into a skirmish.
  Avoid Meta-Tactics: With the GM’s permission, 
  consider describing spells’ effects as they happen instead 
  of naming them. Then NPCs must identify PCs’ spells 
  with Spellcraft the same way players identify NPCs’ spells. 
  This prevents the GM and players from letting out-of-
  game knowledge spoil in-game tactical advantages.
  Hide and Deceive: Misdirection and confusion can 
  be as deadly any arrow. By sowing false information 
  with illusions (see Create Plausible Figments, below) 
  or sending allies into the fray while hiding in ambush, 
  characters can trick enemies into wasting precious 
  resources or time to address false threats. Foes can’t 
  prepare for what they can’t perceive, so obfuscating the 
  battlefield in smoke or magical mist can be as important 
  for offense as it is when defending.
  Prepare the Battlefield: When a difficult confrontation 
  looms, characters can alleviate the danger by reshaping 
  the encounter before it even begins. Such preparation may 
  include luring foes into terrain more advantageous to the 
  party or altering the terrain itself with traps, strategic 
  barriers, or environmental hazards. To successfully draw 
  foes into a prepared battleground, characters need to place 
  a lure that’s inviting (but not suspiciously so) in a safe-
  looking location that’s tactically poor for the invaders.
  Specific Tactics
  A prepared combatant who can transcend a battleground 
  complication and use it against a foe can reap tremendous 
  rewards in battle.
  Build Magic Walls: Spells such as wall of ice or stone 
  shape can quickly reshape a battlefield in the spellcaster’s 
  favor. Bottlenecks can divert foes away from vulnerable 
  allies or divide groups of foes, and walls placed near 
  spellcasters and other ranged combatants can provide 
  cover, allow for Stealth checks, and protect against ranged 
  attacks and area of effect spells.
  Create Plausible Figments: Figments, particularly 
  minor image and programmed image, are ideal distractions 
  as long as the chosen image is plausible and prompts 
  the target to waste time or resources such as spells or 
  items. Tailor the figment to the situation—enemies are 
  more likely to believe the image of a daunting monster 
  summoned in the midst of a battlefield than the sudden 
  appearance of a king. Cover and concealment can mask or 
  enhance a figment’s creation.
  Turn Water into an Advantage: Foes who must cross 
  water to get to you can make tempting targets, but if you’re 
  underwater, most ranged attacks don’t work as intended. 
  Mundane weapons such as underwater crossbows 
  (Pathfinder RPG Ultimate Equipment 39–40) and magical 
  weapons such as cyclonic projectiles (see page 26) and frozen 
  crossbows (see page 22) can overcome the debilitating effects 
  water imposes on ranged attacks, as can spells such as air 
  bubble (Pathfinder RPG Ultimate Combat 222) that remove 
  water from the fight. Adventurers outmatched by foes with 
  superior ranged weaponry can likewise use water as cover 
  to force foes to close to a more manageable range.
  Feats
  The following new feats can tip the scales in a ranged 
  combatant’s favor under the right circumstances.
  Clinging Climber (Combat)
  Using leverage and pure brawn, you can cling to a cliff, 
  rope, or ladder with your legs to free both of your hands.
  Prerequisites: Str 13, Climb 3 ranks.
  Benefit: As a move action while climbing, you can cling 
  to your climbing surface with your legs by succeeding at a 
  Climb check (DC = the DC to climb the surface as a move 
  action). If successful, you can make attacks with a two-
  handed ranged weapon and reload ranged weapons until 
  you resume climbing. The GM may rule that this feat 
  doesn’t work on certain climbing surfaces.
  Combat Advice
  Your succinct words can aid an ally even in the heat of battle.
  Benefit: As a move action, you can offer useful advice 
  to an ally engaged in combat at just the right moment. 
  Designate an enemy; your ally gains a +2 competence 
  bonus on her next attack roll against that enemy. For your 
  ally to benefit from this feat, you must be able to clearly see 
  your ally and the designated enemy, and your ally must be 
  able to hear you.
  Expansive Trap Ability
  Your ranger traps and land mines occupy a larger area.
  Prerequisite: Ability to use ranger traps (Pathfinder 
  RPG Ultimate Magic 64) or land mines (Pathfinder Player 
  Companion: Dungeoneer’s Handbook 23).
  Benefit: You can designate any ranger trap or land mine 
  you lay to occupy up to 4 contiguous squares of your choice. 
  When the trap is activated, the effect is centered on whichever 
  square the triggering creature first entered. If more than 
  one square is entered simultaneously, choose at random.
  Friendly Fire Maneuvers (Combat, Teamwork)
  You and your teammates can anticipate one another’s 
  ranged attacks and stay out of each others’ way.
  Special Tactics
  14
  
  Prerequisites: Point-Blank Shot, Precise Shot.
  Benefit: Allies who also have this feat cannot provide 
  soft cover to enemies, allowing you to make attacks of 
  opportunity against an enemy even if those allies grant 
  you soft cover against that foe’s attacks. If an ally who 
  also has this feat casts a spell that targets the area you 
  are in as it allows a Ref lex saving throw to avoid the 
  effect (such as fireball), you gain a +4 dodge bonus on 
  that saving throw.
  Weathered Warrior (Combat)
  You have a steady hand in any weather.
  Prerequisite: Endurance.
  Benefit: In areas of strong or severe wind (Pathfinder 
  RPG Core Rulebook 439) or when affected by wind effects 
  or spells that penalize ranged attacks, you take only half 
  the ranged attack penalty. You can make ranged attacks 
  in windstorm-level winds at a –4 penalty.
  Normal: Strong and severe winds impose –2 and –4 
  penalties on ranged attack rolls, respectively. Making 
  ranged attacks in windstorms is impossible.
  New Ranger Traps
  The following ranger traps are available through the 
  Learn Ranger Trap feat (Ultimate Magic 153), the trapper 
  ranger archetype (Ultimate Magic 64), or the ranger 
  trap magus arcana (see page 13). Traps marked with 
  an asterisk (*) add to or modify the effects of another 
  trap; a character can add one of these trap types to any 
  standard ranger trap; doing so costs 1 additional use of 
  the trap ability.
  BLUDGEONING TRAP (EX OR SU)
  Effect The trap bludgeons the creature that triggers it. The 
  trap makes an attack with a bonus equal to the ranger’s 
  character level + his Wisdom bonus. The triggering 
  creature is denied its Dexterity bonus to AC if it was 
  unaware of the trap. If the trap hits, it deals 1d6 points 
  of bludgeoning damage for every 4 levels the ranger 
  possesses (minimum 1d6). If it’s an extraordinary trap, 
  the ranger must provide an object suitable for dealing 
  lethal bludgeoning damage, such as a large branch or 
  heavy stone.
  DECOY TRAP (SU)
  Effect The trap creates a shadowy humanoid figment that 
  appears to move away from the triggering creature or 
  that follows a simple program of no more than 25 words 
  defined by the ranger at the time when the trap is set. 
  Unless programmed otherwise, the figment appears 60 
  feet away from the triggering creature or as close to that 
  distance as possible, and then moves away toward the 
  nearest exit, if any. The figment can move up to 60 feet 
  per round. A viewer can attempt a Will save or a Perception 
  check to disbelieve the illusion if she attacks it or otherwise 
  interacts with it. The Will save DC to disbelieve the illusion 
  is the same as the DC to avoid the trap; the DC of the 
  Perception check to disbelieve the illusion is equal to 5 + 
  the DC to avoid the trap.
  DIRTY TRICK TRAP* (EX OR SU)
  Effect If the triggering creature fails its saving throw against 
  the trap or is struck by the trap’s attack, the trap also 
  attempts a dirty trick combat maneuver (Pathfinder RPG 
  Advanced Player’s Guide 320) against the triggering 
  creature. The type of dirty trick is chosen when the trap 
  is created, and if it isn’t possible or isn’t applicable to the 
  triggering creature, the combat maneuver is wasted. The 
  trap’s CMB for the dirty trick is equal to the ranger’s level + 
  his Wisdom modifier.
  SUMMONED ALLY TRAP (SU)
  Effect The trap summons a creature as summon nature’s ally I 
  with a caster level equal to the ranger’s level – 3. This trap 
  functions as summon nature’s ally II at 8th level, summon 
  nature’s ally III at 11th level, and summon nature’s ally IV 
  at 14th level. The summoned creature or creatures appear 
  in a location within the trap’s range designated when the 
  trap is set; if it’s not possible for the creatures to appear 
  in that location, they appear in the nearest unoccupied 
  space. The ranger can choose a command of no more than 
  25 words when the trap is created; the creature or creatures 
  follow those instructions, or otherwise attack the creature 
  that triggered the trap.
  15
  
  A practiced ranged tactician cuts an intimidating figure 
  while slinging two hand crossbows at once, but you’re not 
  going to impress anybody if you don’t know the difference 
  between the locking lever and the lath. Now you won’t get 
  caught calling your tiller a thingamabob or your frizzen 
  a doodad, thanks to this handy illustrated guide to the 
  anatomy of some of the most common ranged weapons 
  used in the Pathfinder Roleplaying Game.
  Ranged Weapon Dissection
  Double-Barrel Pistol
  Barrel
  Cylinder
  Frame
  Pan
  Trigger Guard
  Trigger
  Frizzen
  Jaws
  Jaw Screw
  Lockplate
  Cock
  Hammer
  Stock
  Double Crossbow
  Strings
  Flight Grooves
  Triggers
  Sight
  Lock
  Stock
  Heavy Crossbow
  Crannequin
  Pulley Block
  Stock
  Pulleys
  Risers
  Cocking Stirrup
  Flight Groove
  Full-Grip Lever
  (pull back)
  Hand Crossbow
  String
  Grappling Hook
  (optional attachment)
  Rotating Nut
  Locking Lever
  Antler Lath
  
  Light Crossbow
  Tiller
  Nut
  String
  Lath
  Flight Groove
  Lever
  Longbow
  Lower Limb
  Upper Limb
  Grip
  Nock
  Nock
  Bowstring
  Repeating Crossbow
  Magazine
  (p
  u
  s
  h
   
  t
  o 
  re
  lo
  a
  d
  /
  p
  ull
   b
  ac
  k
   t
  o 
  fi
  r
  e)
  Lever
  Tiller
  Shortbow
  Handle/Riser
  Belly
  Recurve
  Bowstring
  Grip
  Back
  Nocking Point
  WEAPON HISTORIES
  While calling out the names of various parts of your crossbow isn’t likely to come up often during gameplay, the terminology on this spread can provide 
  players and GMs an exciting opportunity to add a bit of flavor to their games. Real-world history, folklore, and fiction are full of examples of custom-made 
  weapons and weapon parts that play key roles in characters’ adventures and can be mined for ideas in your own game. Maybe your bowstring is made of Tian 
  silk you acquired during your journey into Minkai, or your crossbow groove is made of the finest Ustalavic silver to ensure maximum potency when firing silver 
  bolts. Or perhaps you’re searching for the master Alkenstar gunsmith whose maker’s mark is carved into the stock of your pistol. However you characterize 
  your weapon, its exact make can inform your character’s past, present, and future in relation to her goals and the world around her.
  
  Though the most basic ranged weapons—bows, slings, and 
  spears—are found throughout the world, every culture has 
  its own inventive variations.
  New Ranged Weapons
  The following new ranged weapons are used around the 
  Inner Sea.
  Crank Crossbow, Heavy: This heavy crossbow has a 
  winch mounted below the stock. Up to 50 feet of silk rope 
  can be wound onto the winch as a full-round action that 
  provokes attacks of opportunity. The wound rope can be 
  attached to a barbed bolt (see New Ammunition on page 
  19) or grappling boltUE as part of a loading action. After 
  firing such a bolt, the wielder can use the winch to retract 
  the rope or pull herself along the rope if the bolt is secure. 
  When used with a barbed bolt, the winch provides a +2 
  bonus on grapple combat maneuver checks to pull the 
  target toward you. When used with a grappling boltUE, the 
  winch provides a +2 bonus on Climb checks.
  Crank Crossbow, Light: This weapon functions as a 
  heavy crank crossbow, except that its damage, critical, and 
  range values are equivalent to those of a light crossbow. 
  Its lighter construction means it provides only a +1 bonus 
  on Climb checks and grapple combat maneuver checks to 
  pull the target toward you.
  Hurlbat: A hurlbat is a throwing axe made from a 
  single piece of flat metal. Every extremity of the hurlbat 
  is sharpened, including the point of the handle. You can 
  wield the hurlbat as a melee weapon, but it’s not designed 
  for such use; you take a –1 penalty on melee attack rolls 
  with the weapon, and you must succeed at a DC 15 Reflex 
  save when making melee attacks to avoid cutting yourself 
  on an edge and taking 1 point of slashing damage. You 
  don’t need to attempt this save while wearing heavy armor.
  Knobkerrie: A knobkerrie, or iwisa, is carved from 
  a single piece of hardwood with a shaft 2 to 4 feet long 
  surmounted by a bulbous knob. The knobkerrie is a 
  traditional hunting weapon among the Zenj people of 
  the Mwangi, but it’s also used as a symbol of authority. 
  Many tribal elders use decorated knobkerries as scepters 
  or canes. A knobkerrie is thrown end-over-end. If you 
  are proficient, you gain a +1 bonus on ranged attack rolls 
  with a knobkerrie against opponents using bucklers, light 
  shields, or heavy shields. If you aren’t proficient with a 
  knobkerrie, treat it as a club.
  Kunai: Crafted from a single piece of iron, a kunai has a 
  leaf-shaped blade and a ring for a pommel. Adapted from 
  the common trowel, the kunai has a thick blade that is 
  sharpened only near the tip. Unlike finer weapons, the 
  kunai can readily substitute for a crowbar or piton without 
  being damaged in the process.
  Spear-Sling: A spear-sling consists of a hollow tube 
  with a loop of elastic material, such as rubber or sinew, 
  attached to one end. The wielder draws a harpoon, javelin, 
  shortspear, or spear through the tube, pulling the loop 
  taut. Releasing the loop propels the shaft forward like 
  a bow does an arrow. A harpoon, javelin, shortspear, 
  spear, or other weapon shot from a spear-sling is treated 
  as a projectile weapon instead of a thrown weapon, 
  increasing its maximum range and allowing it to be 
  used underwater. Using a spear-sling requires two hands. 
  Loading a spear-sling is a standard action (a move action 
  if the wielder has the Rapid Reload feat) that provokes 
  attacks of opportunity.
  Ranged Weapons
  18
  
  A spear-sling is made with a particular strength rating, 
  like a composite longbow. Each point of Strength bonus 
  granted by the sling’s strength rating adds 50 gp to its 
  cost. If you have a negative Strength modifier, apply it to 
  damage rolls when you use a spear-sling.
  Stonebow: A stonebow, or bullet crossbow, resembles 
  a light crossbow except for the distinct U-shaped bend 
  in the stock. Instead of bolts, the stonebow shoots sling 
  bullets. The bow has two strings with a leather pocket 
  between them to hold the bullet. Loading a stonebow is 
  a move action (a free action if you have the Rapid Reload 
  feat) that provokes attacks of opportunity.
  You can shoot ordinary stones with a stonebow, but 
  stones aren’t as dense or as round as bullets. When using 
  stones, you take a –1 penalty on attack rolls and deal 
  damage as if the weapon were designed for a creature one 
  size category smaller than you.
  You can shoot, but not load, a stonebow with one hand, 
  but doing so imposes a –2 penalty on your attack rolls. 
  You can shoot a stonebow with each hand, but you take 
  a penalty on attack rolls as if attacking with two light 
  weapons. This penalty is cumulative with the penalty for 
  firing one-handed.
  Throwing Arrow Cord: This simple fiber or leather 
  cord has a knot at either end. One end is wound 
  once around the notch of a throwing arrow (see New 
  Ammunition, below). The cord runs taut along the shaft 
  to the front of the arrow, where you hold the arrow to 
  throw. The remainder of the cord wraps around your 
  hand. The cord dramatically increases the throwing 
  arrow’s range. Attaching the cord to a throwing arrow is a 
  move action that requires two hands and provokes attacks 
  of opportunity. The Rapid Reload feat can be taken for 
  throwing arrow cords, allowing you to load a throwing 
  arrow as a free action.
  New Ammunition
  Item 
  Price 
  Weight
  Barbed arrow (20) 
  2 gp 
  3 lbs.
  Incendiary arrow (20) 
  10 gp 
  3 lbs.
  Pronged arrow (20) 
  2 gp 
  3 lbs.
  Throwing arrow 
  5 sp 
  1/2 lb.
  The following types of ammunition are frequently used 
  with ranged weapons both familiar and new.
  Barbed Arrow: The head of a barbed arrow resembles 
  that of a harpoon. When a barbed arrow is attached to 
  a length of silk rope and fired from a bow, the arrow’s 
  range increment is reduced to 30 feet, but it gains the 
  grapple special weapon quality (Pathfinder RPG Ultimate 
  Equipment 22). Barbed bolts exist for crossbows.
  Incendiary Arrow: A metal cage behind this arrow’s 
  point contains flammable material. You take a –1 penalty 
  on attack rolls when firing incendiary arrows. You can 
  light up to six incendiary arrows as a full-round action (a 
  standard action if you use a tindertwig) that provokes attacks 
  of opportunity. Once lit, the arrow burns for 2 rounds. A lit 
  incendiary arrow deals an additional 1 point of fire damage. 
  On a critical hit, the target must succeed at a DC 15 Reflex 
  save or catch fire. Incendiary bolts exist for crossbows.
  Pronged Arrow: Rather than narrowing to a single point, 
  a pronged arrow has a wide face with two points resembling 
  a crescent or V-shape. Originally used for hunting game, a 
  pronged arrow deals damage as if one size category smaller, 
  but you gain a +1 bonus on attack rolls against creatures or 
  objects one or more size categories smaller than you.
  Throwing Arrow: Too long to use in a bow, the throwing 
  arrow has no nock at the tail. Instead, it has a notch ahead 
  of the fletching where a throwing arrow cord can be 
  attached (see above). If thrown without the use of a cord, 
  treat a throwing arrow as a dart.
  Simple Weapons
  Light Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Kunai 
  2 gp 
  1d3 
  1d4 
  ×2 
  10 ft. 
  2 lbs. 
  B or P 
  —
  Ranged Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Stonebow 
  35 gp 
  1d4 
  1d6 
  ×2 
  50 ft. 
  4 lbs. 
  B 
  —
  Martial Weapons
  Ranged Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Hurlbat 
  8 gp 
  1d4 
  1d6 
  ×3 
  10 ft. 
  2 lbs. 
  P and S 
  —
  Spear-sling 
  50 gp 
  1d6 
  1d8 
  ×3 
  See text 
  2 lbs. 
  P 
  See text
  Throwing arrow cord 
  — 
  1d3 
  1d4 
  ×2 
  60 ft. 
  — 
  P 
  —
  Exotic Weapons
  One-Handed Melee Weapon 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Knobkerrie 
  5 gp 
  1d4 
  1d6 
  ×2 
  20 ft. 
  4 lbs. 
  B 
  See text
  Ranged Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Crank crossbow, heavy 
  400 gp 
  1d8 
  1d10 
  19–20/×2 
  120 ft. 
  12 lbs. 
  P 
  —
  Crank crossbow, light 
  250 gp 
  1d6 
  1d8 
  19–20/×2 
  80 ft. 
  6 lbs. 
  P 
  —
  19
  
  Some of the following items can be crafted through the use 
  of Craft (alchemy) or Craft (traps)—the latter are marked 
  with an asterisk (*). The Craft DCs for such items are listed 
  on the table below.
  Item Name 
  Price 
  Weight 
  Craft DC
  Bell tripwire trap 
  2 gp 
  2 lbs. 
  15*
  Camouflage blanket 
  12 gp 
  2 lbs. 
  —
  Contracting rope 
  50 gp 
  5 lbs. 
  20
  Ear trumpet, common 
  25 gp 
  2 lbs. 
  —
  Ear trumpet, masterwork 
  100 gp 
  2 lbs. 
  —
  Fire wheel firework 
  200 gp 
  1 lb. 
  25
  Flight grapnel 
  50 gp 
  2 lbs. 
  —
  Gabion 
  1 gp 
  2 lbs. 
  10*
  Perfect ice (1 vial) 
  1,500 gp 
  — 
  25
  Portable bolt trap 
  125 gp 
  9 lbs. 
  20*
  Sentry mannequin, masterwork 
  80 gp 
  35 lbs. 
  —
  Speaking trumpet 
  6 gp 
  2 lbs. 
  —
  Spyglass, masterwork 
  4,000 gp 
  2 lbs. 
  —
  BELL TRIPWIRE TRAP
  PRICE 2 GP
  WEIGHT 2 lbs.
  This fine, 10-foot-long tripwire is attached to a loud bell and 
  comes with pitons to fix the trap in place. The trap can be set 
  across doorways, hallways, or narrow passes or between trees 
  or rocks. Arming the trap properly takes 5 minutes; it can be set 
  up in as little as 1 minute, but doing so reduces the DC to notice 
  and disarm the trap by 5. The trap has the following statistics.
  BELL TRIPWIRE TRAP 
  CR —
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset manual
  Effect bell rings (Perception DC 0 to hear)
  CAMOUFLAGE BLANKET
  PRICE 12 GP
  WEIGHT 2 lbs.
  This large, coarse blanket covers a single square and 
  has a multi-colored design that blends in with a specific 
  environment type, such as underground, forests, or plains 
  (see the ranger’s Favored Terrains table on page 65 of the 
  Pathfinder RPG Core Rulebook for a full list of environment 
  types). A character covered by a camouflage blanket in that 
  blanket’s matching terrain has concealment. Such characters 
  who are also prone gain a +2 circumstance bonus on Stealth 
  checks. The bonus applies even when the covered character 
  attempts a Stealth check to remain hidden after sniping with 
  a projectile weapon.
  CONTRACTING ROPE
  PRICE 50 GP
  WEIGHT 5 lbs.
  This 50-foot length of silk rope is treated with alchemical reagents 
  that give it a distinctly dusty odor. When any part of the rope is 
  touched to an open flame, it suddenly contracts to one-fifth its 
  original length, pulling any creature or object attached to one 
  side to within 10 feet of the other; if multiple creatures are moved 
  into the same square, they fall prone in randomly determined 
  adjacent squares. Because of the sudden jerk, a creature 
  holding a contracting rope must succeed at a DC 10 Climb check 
  to avoid dropping it as it contracts (unless it is knotted around 
  the creature’s waist, clamped in a locked gauntlet, or otherwise 
  firmly attached to the creature). The rope fails to contract if it 
  would pull more than 1,000 pounds horizontally or lift more 
  than 250 pounds vertically. Once activated, the rope slowly 
  unravels to its normal length over the course of 24 hours and 
  can’t be activated again until such time has passed.
  EAR TRUMPET
  PRICE VARIES
  WEIGHT 2 lbs.
  Common
  25 GP
  Masterwork
  100 GP
  This foot-long brass funnel amplifies sounds entering through the 
  broad end for anyone listening at the narrow end. The listener 
  gains a +2 circumstance bonus on sound-based Perception checks 
  but must use one hand to hold the trumpet to the ear in order to 
  gain the benefit. A masterwork ear trumpet’s exquisite acoustic 
  properties grant the listener a +4 circumstance bonus instead.
  FIRE WHEEL FIREWORK
  PRICE 200 GP
  WEIGHT 1 lb.
  Once its fuse has been lit, this hoop-shaped firework emits 
  colorful sparks from a series of outward-angled wooden tubes. 
  It can then be rolled along the ground or thrown as a splash 
  weapon with a range increment of 30 feet. One round after 
  being lit, a fire wheel firework explodes in a spectacular 5-foot-
  tall cylindrical blast with a 20-foot radius. All creatures in the 
  area take 3d6 points of fire damage and are blinded for 1 
  minute (Reflex DC 16 halves damage, negates blindness).
  FLIGHT GRAPNEL
  PRICE 50 GP
  WEIGHT 2 lbs.
  This masterfully crafted grappling hook sports hinged flukes that 
  collapse down to the sides of the hook’s base. A collapsed flight 
  grapnel is thrown like a dart (typically while attached to rope), 
  and the flukes spring out only when it strikes a solid object. This 
  makes the grappling hook more aerodynamic, though heavier. 
  A flight grapnel acts as a grappling hook in all ways, except it’s 
  treated as a thrown weapon with a range increment of 20 feet.
  GABION
  PRICE 1 GP
  WEIGHT 2 lbs.
  This tough wickerwork cylinder is typically 3 feet tall and 2 
  feet wide. It has no top or bottom, and can be filled with about 
  10 cubic feet of earth, stone, or other heavy materials while 
  standing upright to provide substantial cover. Filling a gabion 
  with earth using a shovel generally requires 4 minutes of 
  Tools and Equipment
  20
  
  work for a Medium character or 8 minutes of work for a Small 
  character. One gabion provides cover for a Small character and 
  might provide partial cover for a Medium character, at the 
  GM’s discretion. Two gabions together can provide cover to a 
  Medium character, although if they aren’t stacked atop each 
  other, they can form only a low obstacle depending on the 
  character’s height.
  Gabions can be made of different materials, but the type 
  described here is one of the most common varieties.
  PERFECT ICE
  PRICE 1,500 GP
  WEIGHT —
  This vial contains a large snowflake that melts only at 
  temperatures of 140 degrees Fahrenheit or above. Perfect ice is 
  an alchemically engineered form of water that briefly converts 
  any moisture it touches into a similar state. When a flask of 
  perfect ice is opened or broken (such as by being thrown as a 
  splash weapon), the snowflake within expands rapidly, forming 
  a layer of ice and snow with a 60-foot radius along any nearby 
  surface. Any living creature that touches an area of perfect ice 
  or starts its turn in a space of perfect ice takes 4d6 points of 
  damage from desiccation as some of the water in its body 
  crystallizes (Fortitude DC 18 half). Creatures with the water 
  subtype take half again as much damage (150%) and receive 
  no saving throw. The ice crystals that form along flat surfaces 
  are large and strong, and are treated as caltrops. The ice persists 
  for 10 minutes, after which it vaporizes or reverts to a normal 
  state for its temperature. To avoid the hazards of its large area 
  of effect, many users propel the vial from a launching crossbow 
  (Pathfinder Player Companion: Adventurer’s Armory 4) or use 
  similar means to extend their throwing range.
  PORTABLE BOLT TRAP
  PRICE 125 GP
  WEIGHT 9 lbs.
  This specialized heavy crossbow is hooked to a trip line that can 
  be strung across any opening up to 10 feet wide, much like that 
  of a bell tripwire trap (see above). When the line is tripped, 
  the crossbow fires its bolt toward the space where the line was 
  tripped. The crossbow must have line of effect to the target 
  space for the trap to work. Placing a portable bolt trap requires 
  10 minutes of effort to properly calibrate the shot and conceal 
  the line and crossbow. The trap can be placed in as little as 
  1 minute, but doing so imposes a –4 penalty on the crossbow’s 
  attack roll, and the DC of the Perception check to notice the trap 
  is reduced by 4. The trap has the following statistics.
  PORTABLE BOLT TRAP 
  CR 1/2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset manual
  Effect Atk +10 ranged (1d10/19–20)
  SENTRY MANNEQUIN, MASTERWORK
  PRICE 80 GP
  WEIGHT 35 lbs.
  This sentry mannequinUE is designed to seem more lifelike 
  than its common counterpart. After 5 minutes of assembly and 
  coverage with the included loose hood and baggy clothing, 
  this wire frame looks like a vigilant humanoid figure. It has 
  pivoted joints with counterweights that move it in ways 
  reminiscent of an alert guard every few rounds for 8 hours after 
  it’s set up. Creatures more than 30 feet from the mannequin 
  must succeed at a DC 15 Perception check to realize it’s not 
  someone standing watch.
  SPEAKING TRUMPET
  PRICE 6 GP
  WEIGHT 2 lbs.
  This large animal horn is hollowed out to amplify sounds that 
  enter through the narrow end. The DC of Perception checks to 
  hear a speaker using a speaking trumpet is reduced by 5.
  SPYGLASS, MASTERWORK
  PRICE 4,000 GP
  WEIGHT 2 lbs.
  Objects viewed through a masterwork spyglass are magnified 
  to four times their size. Characters using a masterwork spyglass 
  take a –1 penalty on Perception checks per 40 feet of distance 
  to the target (instead of per 20 feet as with a normal spyglass).
  21
  
  The following new magic weapons are useful to combatants 
  who need an arcane edge at range.
  Weapon 
  Price
  Secret crossbow 
  4,400 gp
  Cavalryman’s bow 
  10,330 gp
  Bow of ashes 
  11,400 gp
  Mage’s crossbow 
  18,335 gp
  Frozen crossbow 
  25,700 gp
  Avalanche sling staff 
  36,320 gp
  Thorn bow 
  59,700 gp
  Skulking sniper’s blowgun 
  62,302 gp
  Shockwave blunderbuss 
  87,300 gp
  Arrow splitter 
  180,375 gp
  ARROW SPLITTER
  PRICE 
  180,375 GP
  SLOT none
  CL 15th
  WEIGHT 3 lbs.
  AURA strong evocation
  This +5 second chanceUE longbow is made of supple willow that 
  forever looks freshly carved. When the wielder hits a foe multiple 
  times with the bow, the arrows land in the same spot, driving 
  their way deeper. A creature struck by an arrow fired from an 
  arrow splitter takes an additional 1d6 points of precision damage 
  for each arrow fired from an arrow splitter that has struck the 
  creature within the same round. For example, if a creature is 
  struck by three arrows fired from an arrow splitter in the same 
  round, the first arrow deals damage as normal, the second arrow 
  deals an additional 1d6 points of precision damage, and the third 
  arrow deals an additional 2d6 points of precision damage.
  CONSTRUCTION REQUIREMENTS
  COST 90,375 GP
  Craft Magic Arms and Armor, ricochet shotUC, sonic thrustUM
  AVALANCHE SLING STAFF
  PRICE 
  36,320 GP
  SLOT none
  CL 9th
  WEIGHT 3 lbs.
  AURA moderate conjuration
  Three times per day, the wielder 
  of this +3 halfling sling staff can 
  launch a stone (not a sling bullet) 
  that explodes in mid-flight to 
  create a stone callAPG effect centered on the target square.
  CONSTRUCTION REQUIREMENTS
  COST 18,320 GP
  Craft Magic Arms and Armor, stone callAPG
  BOW OF ASHES
  PRICE 
  11,400 GP
  SLOT none
  CL 8th
  WEIGHT 3 lbs.
  AURA moderate conjuration
  This +1 adaptiveUE flaming composite longbow is made of a single 
  piece of petrified wood that appears to have been burnt black but 
  is magically sturdy. When the wielder pulls the bowstring while 
  within 5 feet of a flame at least as large as a lit torch, the bow 
  generates and nocks an arrow of rock-hard ash. Attacks made 
  with an ash arrow deal damage as a normal bow but ignore 
  concealment miss chances from smoke, ash, dust, fog, and other 
  airborne particles (though the wielder still risks targeting the wrong 
  square when trying to shoot at foes with total concealment). The 
  ash arrow crumbles to nothing 1 round after leaving the bow.
  CONSTRUCTION REQUIREMENTS
  COST 5,900 GP
  Craft Magic Arms and Armor, fireball or flame blade, warp wood
  CAVALRYMAN’S BOW
  PRICE 
  10,330 GP
  SLOT none
  CL 8th
  WEIGHT 2 lbs.
  AURA moderate conjuration
  This +2 shortbow is etched with equine imagery. Whenever 
  the bow is fired from a mount, the wielder’s mount gains a +2 
  deflection bonus to its AC until the start of the wielder’s next turn.
  CONSTRUCTION REQUIREMENTS
  COST 5,330 GP
  Craft Magic Arms and Armor, shield of faith, warp wood
  FROZEN CROSSBOW
  PRICE 
  25,700 GP
  SLOT none
  CL 8th
  WEIGHT 8 lbs.
  AURA moderate conjuration
  When this +2 frost repeating 
  heavy crossbow is empty and 
  underwater, pulling the reloading 
  lever as a free action creates 
  and loads a bolt of solid ice. The 
  icicle bolt and its wielder ignore 
  all penalties for using a ranged 
  weapon underwater. The icicle bolt deals an amount of cold 
  damage equal to that of a normal bolt and melts 1 round after 
  leaving the crossbow.
  CONSTRUCTION REQUIREMENTS
  COST 13,200 GP
  Craft Magic Arms and Armor, freedom of movement, icicle daggerUM
  MAGE’S CROSSBOW
  PRICE 
  18,335 GP
  SLOT none
  CL 8th
  WEIGHT 4 lbs.
  AURA moderate transmutation
  This +2 light crossbow is made of 
  silver that never needs to be polished. 
  A mage’s crossbow is especially 
  effective against creatures with spell 
  resistance. Against such creatures, 
  the weapon’s effective enhancement bonus increases to +3, and it 
  deals an additional 1d6 points of damage. Whenever the wielder 
  casts a spell that requires him to make a ranged touch attack (such 
  as a ray) while he has the crossbow in hand, he gains a bonus on 
  his ranged attack roll equal to the crossbow’s enhancement bonus 
  against the target creature. If the spell hits, the caster also applies 
  this bonus to the caster level check to overcome the target’s spell 
  resistance (if any) and on the spell’s damage roll (if any).
  Magic Ranged Weapons
  22
  
  CONSTRUCTION REQUIREMENTS
  COST 9,835 GP
  Craft Magic Arms and Armor, Spell Penetration, summon 
  monster I, true strike
  SECRET CROSSBOW
  PRICE 
  4,400 GP
  SLOT none
  CL 5th
  WEIGHT 2 lbs.
  AURA faint illusion
  This +1 hand crossbow seems to hide itself and leaps from 
  hiding when needed. It grants a +5 competence bonus on 
  Sleight of Hand checks made to conceal it and doesn’t take 
  longer to draw when concealed.
  CONSTRUCTION REQUIREMENTS
  COST 2,400 GP
  Craft Magic Arms and Armor, invisibility
  SHOCKWAVE BLUNDERBUSS
  PRICE 
  87,300 GP
  SLOT none
  CL 18th
  WEIGHT 8 lbs.
  AURA strong evocation
  Whenever the wielder fires pellets from this +2 sonic boom (see 
  page 27) blunderbussUE, she attempts a free combat maneuver 
  check to trip each creature struck by the pellets. The wielder 
  uses the shockwave blunderbuss’s Combat Maneuver Bonus of 
  +20 for these trip attempts. The wielder doesn’t provoke attacks 
  of opportunity for these trip attempts and doesn’t risk knocking 
  herself prone.
  CONSTRUCTION REQUIREMENTS
  COST 44,800 GP
  Craft Magic Arms and Armor, reverse gravity, shout
  SKULKING SNIPER’S BLOWGUN
  PRICE 
  62,302 GP
  SLOT none
  CL 8th
  WEIGHT 1 lb.
  AURA moderate illusion
  A skulking sniper’s blowgun is crafted of fine 
  hardwood that shifts color between brown and 
  dark green under different lights. The wielder of 
  this +3 distance greater sniping (see page 27) 
  blowgun isn’t automatically detected by 
  tremorsense, blindsense, blindsight, or similar 
  supernatural senses while she’s attempting to 
  move unnoticed. Creatures with these abilities must attempt a 
  Perception check opposed by the wielder’s Stealth check to notice 
  the wielder. Such a creature gains a +10 bonus on this Perception 
  check if the wielder is within half the maximum range of the 
  sense ability. The wielder can still be detected by other senses 
  (such as vision, hearing, or smell) as normal.
  CONSTRUCTION REQUIREMENTS
  COST 31,302 GP
  Craft Magic Arms and Armor, clairaudience/clairvoyance, 
  greater invisibility, invisibility, silence
  THORN BOW
  PRICE 
  59,700 GP
  SLOT none
  CL 9th
  WEIGHT 8 lbs.
  AURA moderate conjuration
  This +2 lesser designatingUE composite longbow (+3 Str) has 
  a bowstring that resembles a thorny vine. Once per day as a 
  standard action, the wielder can prick her finger on the vine and 
  fire an arrow at a creature or square to 
  cause the arrow to become a wall of 
  thorns centered on the struck creature 
  or object. When the wielder is targeting 
  a square, treat that as a ranged attack 
  against AC 5. The wielder can choose 
  how the wall of thorns is oriented.
  CONSTRUCTION REQUIREMENTS
  COST 30,200 GP
  Craft Magic Arms and Armor, instant enemyAPG, wall of thorns
  23
  
  Those who want a variety of magical attacks at their disposal 
  can purchase different types of magical ammunition.
  Ammunition 
  Price
  Splitting bolt 
  346 gp
  Dizzying bullet 
  496 gp
  Vulnerability bolt 
  496 gp
  Mute dart 
  566 gp
  Reporting cartridge 
  566 gp
  Scouting cartridge 
  566 gp
  Boulder bullet, lesser 
  806 gp
  Phase arrow 
  916 gp
  Venomous whisper dart 
  1,446 gp
  Boulder bullet 
  1,966 gp
  Arrow of charming 
  2,886 gp
  Boulder bullet, greater 
  4,006 gp
  Tenacious atlatl dart 
  29,101 gp
  ARROW OF CHARMING
  PRICE 
  2,886 GP
  SLOT none
  CL 8th
  WEIGHT 1/20 lb.
  AURA moderate enchantment
  When this +3 arrow strikes a 
  creature, it explodes in a small cloud 
  of red dust and deals nonlethal 
  damage. The creature struck must 
  succeed at a DC 16 Will save or be charmed by the wielder as 
  charm monster. Alternatively, the user can inscribe the name of 
  another creature into the arrow shaft; in this case, the arrow’s 
  victim instead becomes charmed by the named creature on a 
  failed save. Inscribing the arrow takes 10 minutes.
  CONSTRUCTION REQUIREMENTS
  COST 1,446 GP
  Craft Magic Arms and Armor, charm monster
  BOULDER BULLET
  PRICE 
  varies
  Lesser boulder bullet 
  806 GP
  Boulder bullet
  1,966 GP
  Greater boulder bullet
  4,006 GP
  SLOT none
  CL varies
  WEIGHT 1/2 lb.
  AURA moderate or strong transmutation
  A boulder bullet appears to be a magical 
  sling bullet when held, but it is actually a 
  shrunken piece of catapult ammunition. 
  A boulder bullet expands rapidly when 
  launched from a sling or sling staff, 
  increasing in size and dealing greater base damage depending 
  on the version used. This doesn’t affect the bullet’s range or 
  any of the normal mechanics for using a sling bullet, though 
  the boulder bullet is treated as siege weapon ammunition for 
  the purposes of wind effects and similar penalties. Similarly, if 
  a boulder bullet is launched and misses its target, roll 1d8 to 
  determine the adjacent square in which it lands. Once it has 
  been thrown and has expanded, a boulder bullet loses its magic 
  and remains boulder-sized thereafter.
  Lesser Boulder Bullet (CL 10th): A lesser boulder bullet 
  is a +1 sling bullet that expands to the size of light catapult 
  ammunition, increasing its base damage to 4d6.
  Boulder Bullet (CL 14th): A boulder bullet is a +2 sling bullet 
  that expands to the size of standard catapult ammunition, 
  increasing its base damage to 6d6.
  Greater Boulder Bullet (CL 18th): A lesser boulder bullet is 
  a +3 sling bullet that expands to the size of heavy catapult 
  ammunition, increasing its base damage to 8d6.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser boulder bullet 
  406 GP
  Boulder bullet
  986 GP
  Greater boulder bullet
  2,006 GP
  Craft Magic Arms and Armor, shrink object
  DIZZYING BULLET
  PRICE 
  496 GP
  SLOT none
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint evocation
  This +1 sling bullet makes a faint rattling 
  noise when shaken. When it strikes a 
  creature, the creature must succeed at a 
  DC 13 Fortitude save or become stunned 
  for 1 round.
  CONSTRUCTION REQUIREMENTS
  COST 251 GP
  Craft Magic Arms and Armor, sound burst
  MUTE DART
  PRICE 
  566 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint illusion
  This ivory +1 blowgun dart emits a silence effect that envelops 
  the space of the creature or object it strikes, up to a maximum 
  radius of 20 feet. If a creature is struck, it can resist the silence 
  with a successful DC 13 Will save.
  CONSTRUCTION REQUIREMENTS
  COST 286 GP
  Craft Magic Arms and Armor, silence
  PHASE ARROW
  PRICE 
  916 GP
  SLOT none
  CL 5th
  WEIGHT 1/20 lb.
  AURA faint transmutation
  When this translucent +2 arrow is fired, it becomes ethereal until it 
  enters the target’s space. A phase arrow ignores cover of all kinds, 
  including total cover, and can be fired at a target even if the wielder 
  doesn’t have line of effect. However, if the wielder cannot see or 
  otherwise pinpoint the target, she risks attacking the wrong space, 
  and even if she attacks the right space, the target still has total 
  concealment against the attack (granting a 50% miss chance).
  CONSTRUCTION REQUIREMENTS
  COST 461 GP
  Craft Magic Arms and Armor, blink
  Magic Ammunition
  24
  
  REPORTING CARTRIDGE
  PRICE 
  566 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint divination
  This +1 paper alchemical cartridge contains a bullet and is 
  marked with a symbol of an ear. When fired from a firearm, a 
  reporting cartridge allows the wielder to temporarily transfer 
  her sense of hearing to the location where the bullet lands. Until 
  she dismisses the effect by rubbing her ears as a move action, 
  the wielder can hear as clairaudience from the square in which 
  the bullet landed, regardless of whether it hit its mark.
  CONSTRUCTION REQUIREMENTS
  COST 286 GP
  Craft Magic Arms and Armor, clairaudience/clairvoyance
  SCOUTING CARTRIDGE
  PRICE 
  566 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint divination
  This +1 paper alchemical cartridge is contains a bullet and is 
  marked with an open eye. When fired from a firearm, a scouting 
  cartridge allows the wielder to temporarily transfer his sense of 
  sight to the location where the bullet lands. Until he dismisses 
  the effect by rubbing his eyes as a move action, the wielder can 
  see as clairvoyance from the square in which the bullet landed, 
  regardless of whether it hit its mark.
  CONSTRUCTION REQUIREMENTS
  COST 286 GP
  Craft Magic Arms and Armor, clairaudience/clairvoyance
  SPLITTING BOLT
  PRICE 
  346 GP
  SLOT none
  CL 5th
  WEIGHT 1/10 lb.
  AURA faint evocation
  When this +1 bolt hits a foe, it 
  deals damage as normal and 
  then splits in two, creating two 
  smaller bolts. Each of these smaller bolts flies toward another 
  target within 30 feet of the initial enemy struck. A single splitting 
  bolt can thus strike up to three targets. The smaller bolts use the 
  same attack roll result as the original splitting bolt and the same 
  damage dice, though the damage for each bolt is rolled separately. 
  Neither the attack roll nor the damage of the smaller bolts can 
  be affected by any special abilities of the wielder or crossbow.
  CONSTRUCTION REQUIREMENTS
  COST 176 gp
  Craft Magic Arms and Armor, chain lightning
  TENACIOUS ATLATL DART
  PRICE 
  29,101 GP
  SLOT none
  CL 7th
  WEIGHT 2 lbs.
  AURA moderate abjuration
  This +1 returning atlatl dartUE is not destroyed when used as 
  ammunition for an atlatl. Its returning special ability functions 
  even if it is fired as ammunition. Like all atlatl darts, a tenacious 
  atlatl dart can be thrown; if it is thrown, it is treated in all ways 
  as a javelin. Two times per day, when the dart successfully strikes 
  a foe who is benefiting from an abjuration spell or ability, the 
  atlatl automatically attempts a dispel check against that effect, as 
  dispel magic, before returning to the wielder as normal.
  CONSTRUCTION REQUIREMENTS
  COST 14,701 GP
  Craft Magic Arms and Armor, dispel magic, telekinesis
  VENOMOUS WHISPER DART
  PRICE 
  1,466 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint enchantment
  The wielder of this gleaming purple +2 blowgun dart can 
  whisper while loading the dart to imbue it with a suggestion. 
  When the dart strikes a creature, the target must succeed at 
  a DC 14 Will save or forget the sting of the dart and hear the 
  words of the suggestion as if they were whispered in her ear.
  CONSTRUCTION REQUIREMENTS
  COST 736 GP
  Craft Magic Arms and Armor, modify memory, suggestion
  VULNERABILITY BOLT
  PRICE 
  496 GP
  SLOT none
  CL 5th
  WEIGHT 1/10 lb.
  AURA faint necromancy
  If poison is applied to this sickly 
  yellow +1 bolt, any hit point damage, 
  ability damage, or ability drain dealt 
  by the poison increases by 1 each 
  round for the poison’s duration.
  CONSTRUCTION REQUIREMENTS
  COST 251 GP
  Craft Magic Arms and Armor, pernicious poisonUM
  25
  
  The following new weapon special abilities can be added to 
  magic weapons with an enhancement bonus of +1 or higher.
  Some of these special abilities refer to a ranged attack’s 
  trajectory or ammunition’s path. Unless otherwise noted, 
  these terms refer to the straight line that can be traced 
  from the point at which a ranged weapon is launched to 
  the point where it lands or hits a target or solid object. At 
  the GM’s discretion, certain obstacles or circumstances 
  may mitigate or negate the effects of a magic weapon 
  special ability that affects creatures based on the path of 
  the ranged weapon or its ammunition.
  Special Ability 
  Base Price Modifier1
  Sniping2 
  +1,875 gp
  Spell hurling3 
  +1 bonus
  Veering 
  +1 bonus
  Sniping, improved2 
  +7,500 gp
  Cyclonic4 
  +2 bonus
  Dazzling5 
  +2 bonus
  Glitterwake 
  +2 bonus
  Sniping, greater2 
  +16,875 gp
  Sonic boom5 
  +3 bonus
  Tailwind 
  +3 bonus
  Interfering 
  +5 bonus
  1 Add to the enhancement bonus of Table 15–8 on page 468 
  of the Pathfinder RPG Core Rulebook to determine the total 
  market price.
  2 Only projectile weapons can have this special ability.
  3 Only thrown weapons can have this special ability.
  4 Projectile weapons with this ability bestow this power upon 
  their ammunition.
  5 Only firearms and firearm ammunition can have this  
  special ability.
  CYCLONIC
  PRICE 
  +2 BONUS
  AURA faint conjuration
  CL 12th
  This special ability can be placed only on ranged weapons or 
  ammunition. A cyclonic weapon or piece of ammunition feels 
  as though it were surrounded by gentle winds pulling it in 
  all directions. When the wielder makes a ranged attack with 
  a cyclonic weapon, a sheath of whirling air surrounds the 
  weapon or the ammunition fired and prevents the attack from 
  being impaired by wind, water, and other liquid or gaseous 
  environmental factors.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Craft Magic Arms and Armor, air bubbleUC
  DAZZLING
  PRICE 
  +2 BONUS
  AURA faint evocation
  CL 8th
  This special ability can be placed only on firearms or firearm 
  ammunition. Whenever a dazzling weapon is fired, it emits 
  an explosive flash that dazzles all foes adjacent to the bullet’s 
  path or within or adjacent to the cone of a scatter shot. This 
  condition lasts a number of rounds equal to the weapon’s 
  enhancement bonus.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Craft Magic Arms and Armor, flare burstAPG
  GLITTERWAKE
  PRICE 
  +2 BONUS
  AURA strong conjuration
  CL 12th
  This special ability can be placed 
  only on ranged weapons. Three 
  times per day as a swift action, the 
  wielder can activate a glitterwake 
  weapon to cause her next ranged attack with the weapon 
  to scatter a wake of glittering dust. The dust clings to the 
  target struck and all creatures within 10 feet of the attack’s 
  trajectory, and all creatures affected by the dust take a –20 
  penalty on Stealth checks while the dust persists. The dust 
  also outlines invisible creatures and objects as glitterdust. 
  Creatures in the area of glittering dust when the attack is 
  made are dazzled unless they succeed at a DC 13 Will save. 
  The dust lasts a number of minutes equal to the weapon’s 
  enhancement bonus.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Craft Magic Arms and Armor, glitterdust
  INTERFERING
  PRICE 
  +5 BONUS
  AURA strong transmutation
  CL 18th
  This special ability can be placed only on ranged weapons. 
  The wielder can make attacks of opportunity with an 
  interfering weapon as if he threatened all spaces within 
  the weapon’s first range increment or 30 feet, whichever is 
  closer. However, the wielder cannot make multiple ranged 
  attacks of opportunity with an interfering weapon against a 
  creature that moves out of multiple threatened spaces within 
  range using a single move action, even if the wielder has 
  Combat Reflexes or other effects that allow multiple attacks 
  of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST +5 bonus
  Craft Magic Arms and Armor, litany of wardingUC
  SNIPING
  PRICE 
  +1,875 GP
  AURA faint illusion
  CL 5th
  This special ability can be placed only on projectile weapons. 
  Most sniping weapons are dull-colored and marked with 
  symbols of death. The wielder of a sniping weapon gains a +5 
  competence bonus on Stealth checks to remain hidden after 
  sniping with it.
  CONSTRUCTION REQUIREMENTS
  COST +937 GP
  Craft Magic Arms and Armor, invisibility, silence
  Ranged Weapon Special Abilities
  26
  
  SNIPING, GREATER
  PRICE 
  +16,875 GP
  AURA strong illusion
  CL 15th
  This special ability functions as sniping, except the wielder gains 
  a +15 competence bonus on Stealth checks to remain hidden 
  after sniping with the weapon.
  CONSTRUCTION REQUIREMENTS
  COST +8,437 GP
  Craft Magic Arms and Armor, invisibility, silence
  SNIPING, IMPROVED
  PRICE 
  +7,500 GP
  AURA moderate illusion
  CL 10th
  This special ability functions as sniping, except the wielder gains 
  a +10 competence bonus on Stealth checks to remain hidden 
  after sniping with the weapon.
  CONSTRUCTION REQUIREMENTS
  COST +3,750 GP
  Craft Magic Arms and Armor, invisibility, silence
  SONIC BOOM
  PRICE 
  +3 BONUS
  AURA moderate evocation
  CL 8th
  This special ability can be placed only on firearms and firearm 
  ammunition. Attacks with a sonic boom weapon deal an additional 
  1d6 points of sonic damage to the target and 1d6 points of sonic 
  damage to all creatures adjacent to the bullet’s path within one 
  range increment of the wielder, or adjacent to the cone of a scatter 
  shot. Creatures that take sonic damage from the boom must 
  succeed at a DC 16 Fortitude save or be deafened for 1 minute.
  CONSTRUCTION REQUIREMENTS
  COST +3 bonus
  Craft Magic Arms and Armor, shout
  SPELL HURLING
  PRICE 
  +1 BONUS
  AURA moderate evocation
  CL 8th
  This special ability can be placed only on melee weapons that 
  are designed to be thrown. If the wielder has the spellstrike class 
  feature (such as from levels in the magus class), he can throw a 
  spell hurling weapon to deliver a touch spell. If the spell hurling 
  weapon hits, the touch spell targets the creature or object struck 
  (if possible). Regardless of whether the weapon hits, any 
  remaining touches with that spell are harmlessly discharged.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, spectral hand, creator must 
  have the spellstrike class feature
  TAILWIND
  PRICE 
  +3 BONUS
  AURA moderate evocation
  CL 12th
  This special ability can be placed only on ranged weapons. 
  Whenever a tailwind weapon is used to make a ranged attack, 
  the weapon or its projectile is pushed along by a powerful 
  tailwind that fills its space. This tailwind acts similarly to the 
  gust of wind spell, except it has an instantaneous duration 
  and doesn’t affect creatures. However, it can still extinguish 
  unprotected flames and accomplish anything a sudden burst 
  of wind could. The tailwind negates range penalties to the 
  weapon’s attack until it reaches the end of the wind’s range 
  (60 feet); each whole range increment beyond 60 feet applies 
  a penalty to the attack as normal.
  CONSTRUCTION REQUIREMENTS
  COST +3 bonus
  Craft Magic Arms and Armor, gust of wind
  VEERING
  PRICE 
  +1 BONUS
  AURA faint evocation
  CL 5th
  This special ability can be placed only on ranged weapons. 
  Veering weapons feature feathers or carved images of wings or 
  winged creatures in their construction. Attacks with a veering 
  weapon ignore a target’s bonus to AC from partial cover and 
  reduce the target’s bonus to AC from cover and soft cover by 
  2. A veering weapon bestows no benefit against targets with 
  total cover.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, magic missile
  27
  
  Wondrous Items
  When feats, class abilities, and spells aren’t enough, a 
  well-placed wondrous item intended for ranged combat 
  can prove indispensable to those on the outskirts of battle.
  Wondrous Item 
  Price
  Swarm bullet 
  700 gp
  Ranged piton 
  800 gp
  Alchemist’s atlatl 
  1,500 gp
  Entangling aiguillette 
  2,000 gp
  Silver nocking point 
  3,150 gp
  Assassin’s sight 
  5,250 gp
  Ring of far strike 
  6,000 gp
  Sandals of interception 
  8,000 gp
  Shadow fletching 
  8,000 gp
  Assassin’s sight, greater 
  12,250 gp
  Tuned bowstring 
  18,000 gp
  ALCHEMIST’S ATLATL
  PRICE 
  1,500 GP
  SLOT none
  CL 1st
  WEIGHT 2 lbs.
  AURA faint transmutation
  This wooden atlatl resembles a handheld, lever-controlled 
  catapult. One end sports a shaft covered in carvings of alchemical 
  formulae, and the other is a roughly carved bowl. The user can 
  place an alchemical splash weapon, such as a flask of acid or 
  alchemist’s fire, in the bowl. This is a move action that provokes 
  an attack of opportunity. When the splash weapon is launched 
  from the atlatl, its range is doubled. Magic items (including an 
  alchemist’s bombs) aren’t affected by an alchemist’s atlatl.
  CONSTRUCTION REQUIREMENTS
  COST 750 GP
  Craft Wondrous Item, longshotUC
  ASSASSIN’S SIGHT
  PRICE 
  5,250 GP
  SLOT none
  CL 5th
  WEIGHT 4 lbs.
  AURA faint divination
  This black telescopic sight is made of lusterless metal and 
  features a thick glass lens. It can be mounted on the stock of a 
  light or heavy crossbow, but not a hand crossbow. An assassin’s 
  sight allows the wielder to make ranged sneak attacks from 
  greater distances than normal. This sight has two settings: 0–30 
  feet and 30–60 feet. A character using a crossbow equipped 
  with an assassin’s sight can make sneak attacks against foes 
  within the selected range. For example, by setting the range 
  to 30–60 feet, a character can make sneak attacks against 
  creatures only if they are between 30 and 60 feet of the wielder; 
  attacks against targets closer than 30 feet or farther than 60 
  feet would not count as sneak attacks, even if they met all the 
  other requirements for making a sneak attack. Setting the range 
  on an assassin’s sight is a full-round action that provokes attacks 
  of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 2,625 GP
  Craft Wondrous Item, locate weaknessUC, true strike
  ASSASSIN’S SIGHT, GREATER
  PRICE 
  12,250 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate divination
  A greater assassin’s sight is similar 
  to the standard assassin’s sight, but 
  it has a noticeably sleeker design 
  and provides its wielder greater 
  range. It has three settings: 0–30 
  feet, 30–60 feet, and 60–90 feet. In addition, setting the range 
  on a greater assassin’s sight is a standard action (though it still 
  provokes attacks of opportunity). Finally, a greater assassin’s 
  sight grants a +4 competence bonus on attack rolls to confirm 
  critical hits within the set range.
  CONSTRUCTION REQUIREMENTS
  COST 6,125 GP
  Craft Wondrous Item, locate weaknessUC, true strike
  ENTANGLING AIGUILLETTE
  PRICE 
  2,000 GP
  SLOT shoulders
  CL 5th
  WEIGHT 1 lb.
  AURA faint transmutation
  This length of prickly green vine is woven into a living aiguillette 
  worn around the shoulder. Once per day as an immediate action 
  when the wearer is struck by a melee attack, she can compel 
  the vine to uncoil and wrap around the attacker, causing the 
  attacker to become entangled (Reflex DC 13 negates). An 
  entangled creature cannot move from its space. At the start of 
  the entangled creature’s turn, it can attempt a new saving throw 
  against the entangling aiguillette, though the DC increases by 
  1 for each round the creature fails its save (to a maximum of 
  16 after 3 rounds). The entangled creature can also untangle 
  itself as a move action by succeeding at a DC 13 Strength or 
  Escape Artist check. The entangling aiguillette’s owner cannot 
  move while entangling a creature, but can release an entangled 
  creature as a free action. 
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Craft Wondrous Item, entangle
  RANGED PITON
  PRICE 
  800 GP
  SLOT none
  CL 5th
  WEIGHT 1 lb.
  AURA faint transmutation
  This pointed metallic piton bears a 
  ring the size of a gold piece. A ranged 
  piton is sized and designed so that it 
  can be launched as easily as an arrow. 
  When fired from a bow as a standard 
  action at an object or empty square, 
  the wielder makes a ranged attack against AC 5 to determine 
  whether the piton hits the intended target. Range penalties 
  apply as normal. On a hit, the piton attaches to the point struck, 
  cleaving to vertical and horizontal surfaces alike. An attached 
  ranged piton can be recovered only by speaking a command 
  28
  
  word while pulling on the piton’s ring. Light rope, such as silk 
  rope, can be threaded through the piton’s ring before it is fired 
  to rapidly place rope lines.
  CONSTRUCTION REQUIREMENTS
  COST 400 GP
  Craft Wondrous Item, spider climb
  RING OF FAR STRIKE
  PRICE 
  6,000 GP
  SLOT ring
  CL 8th
  WEIGHT —
  AURA moderate transmutation
  This unassuming black ring changes color to a silver pearlescent 
  sheen when held near a fire. Once per day as a standard action, 
  the wearer can make a melee weapon attack or unarmed strike 
  attack against any opponent within 30 feet. The wearer must be 
  otherwise capable of performing the attack to use this ability.
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Forge Ring, mage hand, spectral hand
  SANDALS OF INTERCEPTION
  PRICE 
  8,000 GP
  SLOT feet
  CL 13th
  WEIGHT 1 lb.
  AURA strong abjuration
  These simple wooden sandals allow their wearer to step in the 
  way of danger to protect her allies. Three times per day as an 
  immediate action, the wearer can take a 5-foot step to move 
  into the path of a ranged attack and treat herself as the target 
  of the ranged attack that passes through her square for the 
  purposes of Deflect Arrows, Snatch Arrows, Missile ShieldAPG, and 
  other feats and abilities that allow her to deflect ranged attacks. 
  If she lacks a feat or ability that would allow her to deflect the 
  ranged attack, the wearer is instead simply struck by the attack 
  regardless of the attack roll’s result or her AC. The wearer can’t 
  take a 5-foot step during the turn after using this ability.
  CONSTRUCTION REQUIREMENTS
  COST 4,000 GP
  Craft Wondrous Item, Deflect Arrows, deflectionAPG
  SHADOW FLETCHING
  PRICE 
  8,000 GP
  SLOT head
  CL 5th
  WEIGHT —
  AURA faint conjuration
  These small black feathers appear 
  to have been stripped off an arrow 
  and crafted into a token. By braiding 
  a shadow fletching into her hair, a 
  character can imbue herself with 
  the magic of the Shadow Plane. 
  Three times per day by touching the 
  fletching as a swift action in an area of dim light or darkness, 
  the wearer can enshroud her next ranged attack in shadowy 
  extraplanar energy. As long as the wearer makes this attack 
  before the end of her turn, the target of the attack is denied 
  its Dexterity bonus to AC as if the attacker were invisible. This 
  doesn’t affect creatures with low-light vision, darkvision, or any 
  ability that allows them to see invisible creatures.
  CONSTRUCTION REQUIREMENTS
  COST 4,000 GP
  Craft Wondrous Item, gloomblind boltsARG, creator must be 
  a fetchling
  SILVER NOCKING POINT
  PRICE 
  3,150 GP
  SLOT none
  CL 1st
  WEIGHT —
  AURA faint transmutation 
  This small silver cylinder is no bigger than a pinhead and is 
  engraved with an Elven aphorism that roughly translates to 
  “unhindered flight.” A silver nocking point can be attached 
  to the string of any bow or crossbow. When using a weapon 
  equipped with a silver nocking point, a character can treat 
  penalties for wind conditions as though they were one step less 
  severe. For example, a character firing a ranged projectile in 
  severe wind conditions would fire at a ranged penalty of –2 
  instead of –4. Magical wind effects that would normally deflect 
  the projectile (such as fickle windsUM) instead impose only a –8 
  penalty on the attack roll.
  CONSTRUCTION REQUIREMENTS
  COST 1,575 GP
  Craft Wondrous Item, true strike
  SWARM BULLET
  PRICE 
  700 GP
  SLOT none
  CL 7th
  WEIGHT —
  AURA moderate conjuration
  This small brass cylinder is inscribed with a symbol of a 
  honeycomb, and a faint buzzing sound can be heard from 
  within. A swarm bullet can be loaded into a weapon with the 
  scatter weapon quality, such as a blunderbussUE, as though it 
  were ammunition. When fired, the weapon produces a wasp 
  swarm that immediately moves to attack the nearest living 
  target in a 15-foot cone. The wasp swarm acts on the shooter’s 
  turn each round, pursuing the closest living creature for 3 rounds 
  or until it’s destroyed. Should the weapon misfire while loaded 
  with a swarm bullet, the swarm instead angrily emerges from 
  the weapon and pursues the wielder.
  CONSTRUCTION REQUIREMENTS
  COST 350 GP
  Craft Wondrous Item, vomit swarmAPG
  TUNED BOWSTRING
  PRICE 
  18,000 GP
  SLOT none
  CL 7th
  WEIGHT —
  AURA moderate illusion
  This faintly glowing bowstring 
  is twined from the hair of a 
  lillend. When strung on a bow, 
  a tuned bowstring also functions 
  as 
  a 
  masterwork 
  stringed 
  instrument, granting the wielder 
  an enhancement bonus on Performance (string) checks equal 
  to the bow’s enhancement bonus (if any). A tuned bowstring 
  produces a perfect note with every arrow fired by its wielder, 
  allowing a character with the bardic performance class feature 
  to maintain a performance in combat without expending rounds 
  of bardic performance as long as she fires at least one arrow 
  each round. Activating a bardic performance or switching to a 
  different performance still costs a round of bardic performance.
  CONSTRUCTION REQUIREMENTS
  COST 9,000 GP
  Craft Wondrous Item, exquisite accompanimentUM, creator must 
  have the bardic performance class feature
  29
  
  Spells offer myriad ranged tactics to spellcasters willing 
  to learn them. Whether hurling magical arrows at foes, 
  enchanting the ammunition of allies’ ranged attacks, 
  or healing fellows from afar, spellcasters specializing 
  in ranged combat can take advantage of the following 
  new spells.
  AUGMENTING WALL
  School evocation [see text]; Level magus 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect 20-ft.-high wall of energy whose area is up to one 10-ft. 
  square/level
  Duration 1 round/2 levels (see text)
  Saving Throw none (object); Spell Resistance no (object)
  You create a wall of faintly shimmering elemental energy. Upon 
  casting the spell, choose either acid, cold, electricity, or fire. 
  The spell gains the chosen descriptor, and any thrown weapons 
  or ammunition that pass through the augmenting wall as part 
  of a ranged attack deal 1d6 points of energy damage of the 
  specified type in addition to their normal damage. The wall 
  has no effect on melee weapons or items not thrown as part 
  of an attack.
  As you cast the spell, you can limit the wall so that it only 
  affects ranged weapons passing through it in the direction of 
  your choice. Doing so halves the spell’s duration.
  BLOODY ARROWS
  School necromancy; Level antipaladin 3, inquisitor 3, magus 3, 
  ranger 3, shaman 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one willing creature
  Duration 1 round/level
  Saving Throw none (harmless); Spell Resistance no (harmless)
  Whenever this spell’s target hits a creature with a ranged 
  weapon that successfully deals piercing or slashing damage, 
  the struck creature takes 1 point of bleed damage. Unlike most 
  bleed damage, the bleed damage dealt by the subject of this 
  spell is cumulative up to an amount equal to 1/2 your caster 
  level (to a maximum of 5 points of bleed damage at 10th level).
  CALM AIR
  School abjuration [air]; Level druid 4, sorcerer/
  wizard 5, summoner 4
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area cylinder (5-ft./level radius, 40 ft. high)
  Duration 10 minute/level (D)
  Saving Throw none (object); Spell Resistance no (object)
  This spell calms the air and disperses fog, dust, and other 
  particles. The wind force in the area is reduced in strength by 
  one step per 4 caster levels (to a minimum wind force of light) 
  and clouds are dispersed, although parts of nonmagical clouds 
  that extend beyond the area are not affected. If a magical cloud 
  or wind’s point of origin is inside the area of a calm air spell, the 
  whole effect is suppressed; otherwise, only the part inside the 
  area is suppressed. Suppression still counts against the duration 
  of a wind or cloud effect. Magical wind and cloud effects are 
  suppressed only if you succeed at a caster level check (DC 11 
  + effect’s caster level). You can move the calm air effect by 
  concentrating as a standard action.
  CONVERSING WIND
  School transmutation [air]; Level bard 4, sorcerer/wizard 4
  Duration 1 hour/level (D)
  Ranged Spells
  30
  
  This spell functions as whispering wind, except it can carry 
  responses and doesn’t end after delivering its first message. 
  After the wind completes its initial message, it waits for 1 round, 
  then copies what it hear, and returns at the same speed and by 
  the same route. It delivers what it heard to the location where 
  the spell was originally cast. The wind continues back and forth 
  in this way until the duration ends or the spell is dismissed.
  RAIN OF ARROWS
  School conjuration (creation); Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a quiver full of 20 arrows worth 1 gp)
  Range long (400 ft. + 40 ft./level)
  Effect 15-ft.-radius cloud of arrows 
  Duration instantaneous
  Saving Throw Reflex halves; Spell Resistance no
  You point your finger and conjure a cloud of magical arrows that 
  rain down on any creatures and objects in the indicated area. 
  You must have line of sight to the intended area. The arrows deal 
  1d6 points of piercing damage per caster level (maximum 20d6) 
  to each creature and object in a 15-foot radius centered on the 
  targeted square or intersection.
  If the arrows used as a material component are all made of 
  the same material (such as cold iron), the arrows created by the 
  spell are also made of that material.
  TELEKINETIC VOLLEY
  School transmutation; Level magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets up to one touched object per level weighing up to 
  5 lbs. each
  Duration 1 round/level or until discharged (D)
  Saving Throw none (object); Spell Resistance no (object)
  The touched items levitate in your space. When you cast the 
  spell and once per round thereafter, you can launch one item at 
  a target of your choice as a standard action. The ranged attack 
  is made as if you had thrown the item unless it’s ammunition 
  for a weapon, in which case the attack is made as if fired from 
  a heavy crossbow (if a bolt), a halfling sling staff (if a sling 
  bullet), a blowgun (if a blowgun dart), a composite longbow 
  with a +2 Strength rating (if an arrow), an atlatlUE (if an atlatl 
  dart), or a pistolUE (if a firearm bulletUE). A firearm pelletUE 
  launched by the spell functions as a shuriken.
  When you launch ammunition with this spell, you don’t take 
  a penalty on your attack rolls for lacking proficiency with the 
  ammunition’s weapon; you do, however, take the usual –4 
  penalty for throwing an improvised weapon if you launch an 
  item not intended to be used as a weapon. The attack roll uses 
  your caster level in place of your base attack bonus and your 
  Intelligence or Charisma modifier (whichever is higher) in place 
  of your Dexterity modifier. Range increment and proficiency 
  penalties apply as normal. The attack has an effective Strength 
  bonus, if applicable, equal to the higher of your Intelligence 
  and Charisma modifiers. The spell is discharged when all 
  touched items have been launched.
  SUMMONED CREATURES WITH 
  RANGED ATTACKS
  The following creatures can be summoned with a 
  summon monster or summon nature’s ally spell (at the 
  GM’s discretion) so you can bring their ranged attacks 
  to bear against your foes and make use of their special 
  abilities in ranged combat. For more information, refer 
  to the individual monster’s entry in the Pathfinder 
  RPG Bestiary.
  Summon Monster II
  Giant spider
  Summon Monster III
  Lantern archon
  Summon Monster IV
  Hell hound
  Mephit
  Summon Monster V
  Bralani (azata)
  Xill
  Summon Monster VI
  Erinyes (devil)
  Lillend (azata)
  Succubus (demon)
  Summon Monster VII
  Bebilith
  Vrock (demon)
  Summon Monster VIII
  Barbed devil
  Hezrou (demon)
  Summon Monster IX
  Ghaele (azata)
  Nalfeshnee (demon)
  Trumpet archon
  Summon Nature’s Ally I
  Mite
  Summon Nature’s Ally II
  Giant spider
  Summon Nature’s Ally IV
  Mephit
  Satyr
  Summon Nature’s Ally V
  Cyclops
  Ettin
  Manticore
  Summon Nature’s Ally VI
  Hill giant
  Stone giant
  Summon Nature’s Ally VII
  Fire giant
  Frost giant
  Summon Nature’s Ally VIII
  Cloud giant
  Summon Nature’s Ally IX
  Pixie (w/irresistible dance and sleep arrows)
  Storm giant
  31
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, David 
  Schwartz, and Kaitlyn Sprague.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
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  Make a ranged combatant who lives 
  up to the name! Whether you’re firing 
  arrows or bullets, the gunslinger 
  class and the 80 character archetypes 
  in Pathfinder RPG Ultimate Combat 
  will help you find your mark! 
  Access an arsenal of tools handy 
  for melee or ranged situations with 
  Pathfinder RPG Ultimate Equipment. 
  Packed with nearly 400 pages of 
  weapons, armor, and ammo, this book 
  is key for all adventuring occasions!
  Adventurers gain a wealth of ranged 
  tactics with the addition of a familiar 
  or animal companion ally. Make sure 
  your bestial buddy stands up to the 
  test with the new options in Pathfinder 
  Player Companion: Animal Archive.
  The bigger they are, the harder they fall! With Pathfinder Player Companion: 
  Giant Hunter’s Handbook, you’ll be toppling titans, confounding ettins, 
  and burying hill giants in style. This action-packed Player Companion 
  empowers your adventurer with all-new goliath-slaying feats, spells, magic 
  items, traits, and character options, plus tips and tactics to outlast even the 
  most forceful adversaries. Giant Hunter’s Handbook is the perfect accessory 
  for players of the Giantslayer Adventure Path!
  Would You Like to Know More?
  The weapons, tricks, and tools in Ranged Tactics Toolbox include everything 
  you need to be a competent ranged combatant. If you’re looking to take 
  your tactical acumen even further to press you advantage, be sure to check 
  the following other great Pathfinder RPG resources.
  Next Month!
  32
  
  Ranged Weapons Arsenal (continued)
  Exotic Weapons
  Weapon	
  Price	
  Dmg	(S)	
  Dmg	(M)	
  Critical	
  Range	
  Weight	
  	Type	
  Special
  Bolas	
  5	gp	
  1d3	
  1d4	
  ×2	
  10	ft.	
  2	lbs.	
  B	
  Nonlethal,	trip
  Boomerang	
  3	gp	
  1d4	
  1d6	
  ×2	
  30	ft.	
  3	lbs.	
  B	
  Ultimate	Equipment	24
  Double	crossbow	
  300	gp	
  1d6	
  1d8	
  19–20/×2	
  80	ft.	
  18	lbs.	
  P	
  Ultimate	Equipment	26
  Flying	Blade	
  40	gp	
  1d10	
  1d12	
  ×3	
  —	
  12	lbs.	
  S	
  Performance,	reach
  Halfling	sling	staff	
  20	gp	
  1d6	
  1d8	
  ×3	
  80	ft.	
  3	lbs.	
  B	
  —
  Hand	crossbow	
  100	gp	
  1d3	
  1d4	
  19–20/×2	
  30	ft.	
  2	lbs.	
  P	
  —
  Kestros	
  1	gp	
  1d6	
  1d8	
  ×3	
  50	ft.	
  1	lb.	
  P	
  —
  Lasso	
  1	sp	
  —	
  —	
  —	
  —	
  5	lbs.	
  —	
  Ultimate	Equipment	35
  Net	
  20	gp	
  —	
  —	
  —	
  10	ft.	
  6	lbs.	
  —	
  Ultimate	Equipment	35
  Repeating	hand	crossbow	
  800	gp	
  1d3	
  1d4	
  19–20/×2	
  30	ft.	
  4	lbs.	
  P	
  Ultimate	Equipment	35
  Repeating	heavy	crossbow	
  400	gp	
  1d8	
  1d10	
  19–20/×2	
  120	ft.	
  12	lbs.	
  P	
  Ultimate	Equipment	35
  Repeating	light	crossbow	
  250	gp	
  1d6	
  1d8	
  19–20/×2	
  80	ft.	
  6	lbs.	
  P	
  Ultimate	Equipment	35
  Rope	dart	
  1	gp	
  1d3	
  1d4	
  ×2	
  20	ft.	
  —	
  P	
  Blocking,	distracting,	monk
  Shuriken	(5)	
  1	gp	
  1	
  1d2	
  ×2	
  10	ft.	
  1/2	lb.	
  P	
  Monk
  Snag	net	
  30	gp	
  —	
  —	
  —	
  10	ft.	
  10	lbs.	
  P	
  Trip,	Ultimate	Equipment	37
  Throwing	shield	
  +50	gp	
  1d4	
  1d6	
  ×2	
  20	ft.	
  —	
  B	
  Performance,	trip
  Flying Blade
  Lasso
  Throwing Shield
  Kestros and Dart
  Repeating Crossbow 
  and Bolt Cartridge
  Halfling Sling Staff
  
  Command the battlefield from afar with Ranged Tactics Toolbox! The fresh new tips, tricks, and 
  tactics in this volume enable your Pathfinder RPG character to perform a huge variety of daring 
  deeds from a distance—whether you’re launching fearsome warning shots at distant foes, hurling 
  axes that swirl with cyclonic energy, or shooting your bow while clinging to a rope with your legs.
  Ranged Tactics Toolbox is a player-focused manual that makes the most of your ranged weapons, 
  spells, and abilities, in addition to providing a plethora of new rules options to make you even 
  more formidable in combat. Each Pathfinder Player Companion includes new options and tools 
  for every Pathfinder RPG player. Inside this book, you’ll find:
  ► An illustrated guide that provides terminology for various parts of iconic ranged weapons such as bows, crossbows, 
  and pistols.
  ► Tips on how best to fight in ranged combat, including suggestions for specific rules options 
  that can give you the edge as well as tactics available to all characters.
  ► Dozens of new magic ranged weapons, weapon special abilities, ammunition, and wondrous 
  items to fling at your foes or protect you from distant attackers.
  ► Over 20 new feats to bolster your combat prowess at range, including combat, teamwork, and 
  metamagic feats.
  ► Tons of new spells, equipment, weapon types, character options such as magus arcana and ranger traps, 
  and much, much more!
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and 
  the Pathfinder campaign setting, but can easily be incorporated into any fantasy world. 
  Launch into the 
  Heart of Battle!
  Launch into the 
  Heart of Battle!
  Launch into the 
  Heart of Battle!
  Printed in U.S.A. PZO9452
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Ranged Tactics Toolbox.pdf