Proton Pistol (3.5e Equipment)
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Proton Pistol[edit]
Price: | 16,000 gp |
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Body Slot: | Held |
Caster Level: | None |
Aura: | None |
Activation: | Use-activated; see text |
Weight: | 4 |
Pew pew pew!
This oversized +1 heat pistol doesn't fire heat, but rather super-accelerated protons gathered from the air and launched from its micro-tokamak storage. It is twice as heavy as a normal heat pistol and is considered a one-handed weapon, mostly thanks to the shielding required not to irradiate yourself from the tokamak's cyclotron radiation. Rather than fire damage, the damage from the proton pistol is untyped, and increased to 4d6 points of damage. Curiously it is super effective on ghosts and other incorporeal beings, not only able to damage them as if a ghost touch weapon but also forcing a Fortitude save (DC 10 + 1/2 HD + the ability score modifier used for attacking) or be rendered immobile (movement speeds 0 ft) for 1 round. The wielder of the proton pistol can choose to move the incorporeal being up to 15 ft when rendered immobile. This movement does not provoke attacks of opportunity.
On a critical threat, the creature is afflicted with radiation sickness (but no radiation disease). If you make a critical threat on someone with radiation sickness, they also gain a radiation disease.
Those proficient in the heat pistol (and subsequently the proton pistol) can perform the following unique abilities.
Ionizing Ray: You deal a steady stream of alpha radiation out to 50 ft in front of you. This radiation is harmless as it's stopped even by a piece of paper or dead skin, but can afflict those who are wounded. For creatures with 50% of less health, they must make a Fortitude save (DC 10 + 1/2 HD + the ability score modifier used for attacking) or contract radiation sickness. If they have a radiation sickness, they instead contract radiation disease.
Mass Shot: As a full attack action you make a single attack, reducing its range to 5 ft range increments and dealing twice as much damage. Creatures stuck must make a Reflex save (DC 10 + 1/2 HD + the ability score modifier used for attacking) or be thrown back 5 ft per HD of the wielder, with only 5 ft on a successful save. Regardless if they save or not they must make a second save or fall prone, save negates. This shot has a great deal of recoil and the wielder must make a DC 15 Reflex save or also fall prone. They can choose to instead drop the weapon to avoid falling prone.
Overcharge Shot: As a full attack action, the proton pistol can fire a single attack and deal twice as much damage. If you would have BAB +6 or higher, it deals three times as much damage. If you have BAB +11 or higher, you deal four times as much damage. If you have BAB +16 or higher, you deal five times as much damage. Using this ability forces it into cooldown for 1 round.
If the weapon is sundered, everyone in a 20 ft radius burst is subject to its Ionizing Ray twice (two saving throws) and take 4d6 damage (no save).
Magic is used in its creation, but once produced all effects are extraordinary.
Prerequisites: Craft Magic Arms and Armor, ghost touch weaponSpC, searing light.
Cost to Create: 8000 gp, 640 EXP, 16 days.
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