PDA

View Full Version : D&D 3.x Other New items for my current campaign



Necrovosh
2015-02-12, 12:28 PM
So I've set up some weapons in a post-wraithocolypse super-city world I'm DMing a game in. Wanted to see what the sages here thought about the various stats and prices.


Martial Weapons
Ranged
Revolver 2d6 Bludgeoning and Piercing 19-20x2 80ft 3lbs 50gp
Repeater 2d8 Bludgeoning and Piercing 19-20x2 120ft 6lbs 90gp
Alchemist's Tube special, see text x2 40ft 5lbs 40gp


Ammunition
Alchemic Shell, 10
Blaze 50gp 2lb
Noxious 50gp 2lb
Tangler 80gp 4lb
Screamer 100gp 3lb
Flashbang 50gp 2lb
Lead/Spike 5gp 2lb

Firearm Shell, 20 10gp 2lb
Arrow, lead head, 20 1gp 4lb



Alchemic shell: This shell is made from cast brass and tipped with a thick wax plug. Each alchemic shell is filled with a different substance, and launched from an alchemist's tube. Each type of alchemic shell comes in a case of ten, and is enchanted as ammunition. Alchemic shells are created with the Craft (Alchemy) skill. Alchemic shells are destroyed when fired.

Blaze: This type of shell contains a viscous, concentrated alchemic fire. A target hit with a blaze shell takes 1d8 fire damage, and must make a reflex save (DC 18) or catch fire, taking an additional 1d6 fire damage each round until extinguished.
Noxious: This type of shell is filled with a stinking, vile form of alchemic acid. A target hit by a noxious shell takes 1d8 acid damage, and must make a fortitude save (DC 18) or be nauseated for one round, then sickened for 1d4 rounds. A successful save reduces this to being sickened for one round.

Tangler: This type of shell is filled with a viscous, sticky goo. When it hits a creature, it deals 1d4 bludgeoning damage and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tangler shell. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tangler shell does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 10 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move again at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Screamer: This type of shell contains a dark metallic powder. A target hit takes 1 point of bludgeoning damage, and then the shell explodes in a violent shriek, causing everything within 10 feet to take 1d8 points of sonic damage and be deafened for 1 minute (Fortitude DC 15 negates).

Flashbang: This type of shell generally isn't fired at a creature, because of it's highly reduced powder charge. One round after being fired, a flashbang shell bursts open in a flash of light while producing a concussive blast. Creatures within 15 feet of a flashbang shell when it explodes must make a Will save (DC 18) or be dazed for 1d4 rounds. A flashbang shell impacting a target causes no damage.

Lead: A lead shell is just as it sounds: an alchemic shell chassis filled with lead. Lead shells deal 1d8 bludgeoning damage on impact and have no other special effects.

Spike: A spike shell is similar to a lead shell, in that it uses an alchemic shell chassis to deliver kinetic energy, but is made with several small steel spikes protruding from the tip of the shell where wax would normally be. Spike shells deal 1d8 piercing damage and have no other special effects.

Alchemist's Tube: This weapon looks like a short, wide barreled shotgun. It is built to fire alchemic shells, which require a lower muzzle velocity than standard firearm rounds. Loading an alchemist's tube is a move action that provokes attacks of opportunity, though this can be brought down to a free action with the Rapid Reload feat. An alchemist's tube is held and fired with one hand, but takes an additional empty hand to reload.

Arrow, Lead Head: These arrows are designed to crush bone instead of piercing flesh. A lead head arrow has a head of expanding lead similar to a firearm bullet, and deals bludgeoning damage instead of piercing. Lead head arrows weigh one third more than normal arrows of their size.

Repeater: This weapon is a two handed lever action smoothbore, loaded from a tube that holds six shells. Loading a single shell into the tube is a move action that provokes attacks of opportunity. The Rapid Reload feat allows one to load this weapon as a free action. Cycling the action takes no more time than attacking normally. A repeater is held, fired, and reloaded with two hands.

Revolver: This is a six chambered revolving cylinder one handed gun. Loading a single shell into this weapon by hand is a move action that provokes attacks of opportunity, though this can be free action that can be done once per round with the Rapid Reload feat. Loading this weapon with a pre-stocked speedloader takes the same time as loading a single shell by hand. A revolver is considered a light weapon for the purposes of two weapon fighting, and is held and fired in one hand. Reloading requires an empty hand, but the Rapid Reload feat allows a single shell to be loaded as a free action once per round without the aid of an empty hand.

Firearm Shell: A firearm shell is a large gauge lead slug held in a brass case. Both revolvers and repeaters are loaded with the same standard round. Firearm shells are created with the Craft (Alchemy) skill.