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1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
This arrow has a very long nose connected to a suddenly much thicker clear vial. A weighted ball at the end acts as a piston, pushing the contents into the enemy.
Injector arrows were made specifically for the purpose of injecting poisons and alchemical substances into opponents from afar. The arrows themselves however are unwieldy and not terribly aerodynamic, and the sharp needle head may pierce deep, but deals little damage. Halve the damage of the bow firing these arrows, all damage is nonlethal, and halve it's effective range increment.
Injector arrows may be filled with any liquid medium able to be stored in a vial, such as alchemist fire, acid, various poisons, potions, and more. Filling one is a full round action which provokes attacks of opportunity, but they are generally filled before battle. On impact the target is affected by the contents as if they had consumed them or be hit by them as normal.
For medium and small arrows, they cost twice as much as regular arrows, costing 2gp for 20 arrows.