criticalstriker
2007-06-17, 09:20 PM
Elemental firearms:
All of the below are exotic. Once you have proficiency in one, you have it in all of them(unless otherwise stated).
Elemental pistol:
This pistol looks like a normal one, except for the runes that transcribe its surface. It is made completely of mirthril, and shines brightly in the sun.
It takes a standard action to load any bullet. The rapid reload feat works with these weapons.
Air bullet:
This bullet seems to be made of swirling air, only a few faint runes across its surface are visible.
Damage: 3D4 (single target)
Range: 130ft
Cost: 10GP
Type: Piecing
Spell required to make: Gust of wind
Water bullet:
This bullet seems to be made of liquid, touching it leaves a little bit of water on your hand. It has burning red runes across its liquid surface.
Damage: 1D10
Range: 160ft
Cost: 10GP
Type: Slashing
Spell required to make: Sleet storm
Light bullet:
This bullet seems to be made of pure white light, it has glowing black runes across its surface.
Damage: 3D6 in a 20ft area(reflex half, this only effects undead)
Range: 40ft
Cost: 10GP
Type: Positive energy
Spell required to make: Daylight
Darkness bullet:
This bullet seems to be made of pure darkness, it has burning white runes across its surface.
Damage: 3D6 in a 20ft area(reflex half, this only effects living creatures)
Range: 40ft
Cost: 10GP
Type: Negative energy
Spell required to make: Darkness
Elemental rifle:
Runes cover the surface of this rifle, its mithril body shines under the sunlight, as it releases elemental fury from its barrel.
Damage: Dependant on the bullet
Range: Dependant on the bullet
Weight: 12lb
Critical: 19-20/x3
Cost: 10,000GP
Elemental Rifle bullets:
These bullets work in the same fashion as the pistol bullets.
Fire Bullet:
This bullet is a cylindrical tube about two inches long. It has bluish runes running along its blood red surface.
Damage: 3D12 in a 20ft area(reflex for half)
Range: 80ft
Cost: 60GP
Type: Fire
Spell required to make: Fireball
Earth bullet:
This bullet resembles a stone more than a bullet, with the exception of a few glowing brown runes.
Damage: 6D6 (spikes shooting up in a 30ft line, reflex for half)
Range: 30ft
Cost: 60GP
Type: Piercing
Spell required to make: Shatter
Air bullet:
This bullet seems to be made of swirling air, only a few faint runes across its surface are visible.
Damage: 6D4 (single target)
Range: 170ft
Cost: 60GP
Type: Piecing
Spell required to make: Gust of wind
Water bullet:
This bullet seems to be made of liquid, touching it leaves a little bit of water on your hand. It has burning red runes across its liquid surface.
Damage: 2D10
Range: 240ft
Cost: 60GP
Type: Slashing
Spell required to make: Sleet storm
Light bullet:
This bullet seems to be made of pure white light, it has glowing black runes across its surface.
Damage: 9D6 in a 20ft area(reflex half, this only effects undead)
Range: 40ft
Cost: 60GP
Type: Positive energy
Spell required to make: Daylight
Darkness bullet:
This bullet seems to be made of pure darkness, it has burning white runes across its surface.
Damage: 9D6 in a 20ft area(reflex half, this only effects living creatures)
Range: 40ft
Cost: 60GP
Type: Negative energy
Spell required to make: Darkness
Elemental Cannon:
This hand held cannon, from the side, looks like nothing more than a 3ft long mithril pipe with a handle and trigger. Upon looking in the pipe though, one sees that inside are 12 turbines, that begin spinning rapidly whenever a cartridge is placed in the back.
Damage: Dependant on the cartridge
Range: Dependant on the cartridge
Weight: 30lb
Critical: 20/x4
Cost: 15,000GP
Elemental Cannon cartridges:
It takes a full round to load any of these cartridges into the cannon.
Fire cartridge:
This cartridge looks like a pipe, about 6 inches long, and 3 inches wide. It looks as if its on fire, and is warm to the touch.
Damage: 5D12 in a 30ft area(reflex for half)
Range: 80ft
Cost: 100GP
Type: Fire
Spell required to make: Fireball
Earth cartridge:
This cartridge looks like a rather large, perfectly smooth, piece of granite.
Damage: 10D6 in 50ft spread around where the cartridge lands(reflex for half)
Range: 80ft
Cost: 100GP
Type: Piercing
Spell required to make: Shatter
Air cartridge:
The only thing that makes this cartridge visible is the dirt that the swirling air its made of picks up.
Damage: 15D4 in a 10ft radius
Range: 170ft
Cost: 100GP
Type: Piecing
Spell required to make: Gust of wind
Water cartridge:
This cartridge looks like a mass of water that simply doesn't spill away. It keeps its cone shape seemingly by magic.
Damage: 4D10 in a 10ft radius
Range: 270ft
Cost: 100GP
Type: Slashing
Spell required to make: Sleet storm
Light cartridge:
This cartridge looks like a sun the way it glows, yet it doesn't hurt ones eyes to look directly into its shining beauty
Damage: 16D6 in a 20ft area(reflex half, this only effects undead)
Range: 40ft
Cost: 100GP
Type: Positive energy
Spell required to make: Daylight
Darkness cartridge:
This cartridge looks like a black void, in the shape of a cone.
Damage: 16D6 in a 20ft area(reflex half, this only effects living creatures)
Range: 40ft
Cost: 100GP
Type: Negative energy
Spell required to make: Darkness
Elemental melee weapons:
All of the below weapons are exotic, unless otherwise stated. If you have proficiency in one of them, you have it in all. Unless otherwise stated.
The special effects of the blades only work while the blade is being wielded.
If someone tries to enchant one of these blades, it only works on one. You cannot enchant the hilt of the dagger, then have it affect each blade you put into it.
Daggers:
Damage: 1D4+special effect
Critical: Dependant on blade
Weight:1lb
Type: Dependant on the blade
Cost: 5GP
Dagger blades:
Fire blade:
This blade appears to be made of solid flames.
Critical: 19-20/x2
Special: +3 to all damage rolls
Cost: 1000GP
Type: Fire
Earth blade:
This blade looks like it is made from one solid piece of granite.
Critical: 20/x3
Special: +1 natural armor bonus
Cost: 1000
Type: Acid
Air blade:
This blade is near invisible, the only thing that keeps it from being undetectable is the dirt that it picks up into its swirling blade.
Critical: 18-20/x4
Special: +4 on attack rolls to confirm criticals
Cost: 1000
Type: Electric
Water blade:
This blade looks as if it is made of solid water.
Critical: 20/x3
Special: +3 to hit
Type: Cold
Cost: 1000
Light blade:
Critical: 20/x2
Special: +1D6 damage to undead. Can critically hit undead.
Type: Positive energy
Cost: 1000
Darkness blade:
Critical: 20/x2
Special: +1D6 to living creatures.
Type: Negative energy
Cost: 1000
I'll add more weapons with time.
All of the below are exotic. Once you have proficiency in one, you have it in all of them(unless otherwise stated).
Elemental pistol:
This pistol looks like a normal one, except for the runes that transcribe its surface. It is made completely of mirthril, and shines brightly in the sun.
It takes a standard action to load any bullet. The rapid reload feat works with these weapons.
Air bullet:
This bullet seems to be made of swirling air, only a few faint runes across its surface are visible.
Damage: 3D4 (single target)
Range: 130ft
Cost: 10GP
Type: Piecing
Spell required to make: Gust of wind
Water bullet:
This bullet seems to be made of liquid, touching it leaves a little bit of water on your hand. It has burning red runes across its liquid surface.
Damage: 1D10
Range: 160ft
Cost: 10GP
Type: Slashing
Spell required to make: Sleet storm
Light bullet:
This bullet seems to be made of pure white light, it has glowing black runes across its surface.
Damage: 3D6 in a 20ft area(reflex half, this only effects undead)
Range: 40ft
Cost: 10GP
Type: Positive energy
Spell required to make: Daylight
Darkness bullet:
This bullet seems to be made of pure darkness, it has burning white runes across its surface.
Damage: 3D6 in a 20ft area(reflex half, this only effects living creatures)
Range: 40ft
Cost: 10GP
Type: Negative energy
Spell required to make: Darkness
Elemental rifle:
Runes cover the surface of this rifle, its mithril body shines under the sunlight, as it releases elemental fury from its barrel.
Damage: Dependant on the bullet
Range: Dependant on the bullet
Weight: 12lb
Critical: 19-20/x3
Cost: 10,000GP
Elemental Rifle bullets:
These bullets work in the same fashion as the pistol bullets.
Fire Bullet:
This bullet is a cylindrical tube about two inches long. It has bluish runes running along its blood red surface.
Damage: 3D12 in a 20ft area(reflex for half)
Range: 80ft
Cost: 60GP
Type: Fire
Spell required to make: Fireball
Earth bullet:
This bullet resembles a stone more than a bullet, with the exception of a few glowing brown runes.
Damage: 6D6 (spikes shooting up in a 30ft line, reflex for half)
Range: 30ft
Cost: 60GP
Type: Piercing
Spell required to make: Shatter
Air bullet:
This bullet seems to be made of swirling air, only a few faint runes across its surface are visible.
Damage: 6D4 (single target)
Range: 170ft
Cost: 60GP
Type: Piecing
Spell required to make: Gust of wind
Water bullet:
This bullet seems to be made of liquid, touching it leaves a little bit of water on your hand. It has burning red runes across its liquid surface.
Damage: 2D10
Range: 240ft
Cost: 60GP
Type: Slashing
Spell required to make: Sleet storm
Light bullet:
This bullet seems to be made of pure white light, it has glowing black runes across its surface.
Damage: 9D6 in a 20ft area(reflex half, this only effects undead)
Range: 40ft
Cost: 60GP
Type: Positive energy
Spell required to make: Daylight
Darkness bullet:
This bullet seems to be made of pure darkness, it has burning white runes across its surface.
Damage: 9D6 in a 20ft area(reflex half, this only effects living creatures)
Range: 40ft
Cost: 60GP
Type: Negative energy
Spell required to make: Darkness
Elemental Cannon:
This hand held cannon, from the side, looks like nothing more than a 3ft long mithril pipe with a handle and trigger. Upon looking in the pipe though, one sees that inside are 12 turbines, that begin spinning rapidly whenever a cartridge is placed in the back.
Damage: Dependant on the cartridge
Range: Dependant on the cartridge
Weight: 30lb
Critical: 20/x4
Cost: 15,000GP
Elemental Cannon cartridges:
It takes a full round to load any of these cartridges into the cannon.
Fire cartridge:
This cartridge looks like a pipe, about 6 inches long, and 3 inches wide. It looks as if its on fire, and is warm to the touch.
Damage: 5D12 in a 30ft area(reflex for half)
Range: 80ft
Cost: 100GP
Type: Fire
Spell required to make: Fireball
Earth cartridge:
This cartridge looks like a rather large, perfectly smooth, piece of granite.
Damage: 10D6 in 50ft spread around where the cartridge lands(reflex for half)
Range: 80ft
Cost: 100GP
Type: Piercing
Spell required to make: Shatter
Air cartridge:
The only thing that makes this cartridge visible is the dirt that the swirling air its made of picks up.
Damage: 15D4 in a 10ft radius
Range: 170ft
Cost: 100GP
Type: Piecing
Spell required to make: Gust of wind
Water cartridge:
This cartridge looks like a mass of water that simply doesn't spill away. It keeps its cone shape seemingly by magic.
Damage: 4D10 in a 10ft radius
Range: 270ft
Cost: 100GP
Type: Slashing
Spell required to make: Sleet storm
Light cartridge:
This cartridge looks like a sun the way it glows, yet it doesn't hurt ones eyes to look directly into its shining beauty
Damage: 16D6 in a 20ft area(reflex half, this only effects undead)
Range: 40ft
Cost: 100GP
Type: Positive energy
Spell required to make: Daylight
Darkness cartridge:
This cartridge looks like a black void, in the shape of a cone.
Damage: 16D6 in a 20ft area(reflex half, this only effects living creatures)
Range: 40ft
Cost: 100GP
Type: Negative energy
Spell required to make: Darkness
Elemental melee weapons:
All of the below weapons are exotic, unless otherwise stated. If you have proficiency in one of them, you have it in all. Unless otherwise stated.
The special effects of the blades only work while the blade is being wielded.
If someone tries to enchant one of these blades, it only works on one. You cannot enchant the hilt of the dagger, then have it affect each blade you put into it.
Daggers:
Damage: 1D4+special effect
Critical: Dependant on blade
Weight:1lb
Type: Dependant on the blade
Cost: 5GP
Dagger blades:
Fire blade:
This blade appears to be made of solid flames.
Critical: 19-20/x2
Special: +3 to all damage rolls
Cost: 1000GP
Type: Fire
Earth blade:
This blade looks like it is made from one solid piece of granite.
Critical: 20/x3
Special: +1 natural armor bonus
Cost: 1000
Type: Acid
Air blade:
This blade is near invisible, the only thing that keeps it from being undetectable is the dirt that it picks up into its swirling blade.
Critical: 18-20/x4
Special: +4 on attack rolls to confirm criticals
Cost: 1000
Type: Electric
Water blade:
This blade looks as if it is made of solid water.
Critical: 20/x3
Special: +3 to hit
Type: Cold
Cost: 1000
Light blade:
Critical: 20/x2
Special: +1D6 damage to undead. Can critically hit undead.
Type: Positive energy
Cost: 1000
Darkness blade:
Critical: 20/x2
Special: +1D6 to living creatures.
Type: Negative energy
Cost: 1000
I'll add more weapons with time.