Difference between revisions of "Magnetic Bolas (3.5e Equipment)"

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A sufficiently large charge of 50 electricity damage or more striking the bound target disrupts the magnets, freeing the creature.
 
A sufficiently large charge of 50 electricity damage or more striking the bound target disrupts the magnets, freeing the creature.
  
Like regular bolas, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.  
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Like regular bolas, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.  Proficiency in bolas and any feats which apply to bolas also applies to this weapon.
 
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Latest revision as of 17:25, 1 July 2021

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Author: Eiji-kun (talk)
Date Created: 12-7-14
Status: Complete
Editing: Clarity edits only please
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Magnetic Bolas

Exotic Projectile

Cost: 200 gp
Damage (Small): 1d3
Damage (Medium)1: 1d4
Critical: 20/x2
Range Increment: 10'
Weight2: 4 lbs
Type3: Bludgeoning
HP4: 10
Hardness: 10

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.


A surprisingly technological take on a simple weapon, the bolas have a small touchpad and LCD screen for a count-down. An experienced user can program the time until the magnets turn on without even looking.

This pair of bolas are heavier than most, as the two spheres are powerful magnets with a hidden energy source within. Programmed to act like time bombs, they activate their magnets shortly after wrapping up an opponent, locking them in place and keeping them immobilized. Those without proficiency can prime a set of magnetic bolas as a 1 round action, and never more than 5 rounds in advance. If not primed, they otherwise act as normal bolas.

Those proficient in magnetic bolas can prime them as a swift action, and can throw them any time within 5 rounds. If the bola successfully trips their target, the magnets activate and lock around their legs. The creature remains prone until they can escape (a DC 22 Escape Artist check, or DC 27 for enhanced magnetic bolas), a Strength check (DC 18, or DC 20 for enhanced), or make a successful DC 28 Disable Device check as a standard action to locate the touchpad code to unlock the magnets. The creature who knows the code can disable the magnets as a standard action.

A sufficiently large charge of 50 electricity damage or more striking the bound target disrupts the magnets, freeing the creature.

Like regular bolas, you can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas. Proficiency in bolas and any feats which apply to bolas also applies to this weapon.



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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassProjectile +
Cost200 gp +
Critical20/x2 +
Damage1d4 +
Damage TypeBludgeoning +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range10 +
RatingUndiscussed +
TitleMagnetic Bolas +
Weight4 +