Raygun (3.5e Equipment)
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Raygun
Exotic One-Handed Projectile
Cost: | 1,000 gp |
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Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 20/x3 |
Range Increment: | 50' |
Weight2: | 5 lbs |
Type3: | Half Fire, Half Piercing |
HP4: | 5 |
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 sleek but surprisingly heavy semi-automatic energy pistol. The raygun fires a single laser beam when the trigger is pressed, burning and cutting through matter with relative ease. If a raygun attack misses the target's AC, but hits the target's touch AC it still deals it's weapon damage to the target, without any other damage from other sources. A raygun is powered by a battery pack holding 12 energy cells, consuming a single energy cell each shot. A ray gun is reloaded as a move action, ejecting the current battery pack and replacing it with another one.
A wielder that has exotic weapon proficiency with the raygun can add their Dexterity bonus to the raygun's damage roll.
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