Tesla Gun (3.5e Equipment)
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Tesla Gun
Exotic Two-Handed Projectile
Cost: | 600 gp |
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Damage (Small): | 2d8 |
Damage (Medium)1: | 2d10 |
Critical: | - |
Range Increment: | 30 ft' |
Weight2: | 10 lbs |
Type3: | Electricity |
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.
More of an electric flamethrower than a "gun", the tesla gun is an electric generator with emitter that creates chaotic but powerful bolts of lightning to any targets nearby. Rather than normal attack rolls, it instead attacks in a 30 ft cone of lightning dealing its listed damage with every attack you would normally have. It doesn't make attack rolls and therefore cannot critical, but any penalties to attack rolls from abilities instead apply penalties to the save DC. Penalties from iterative attacks do not apply. For example, a BAB +16 medium wielder deals 8d10 damage with a Reflex save for half on a full attack, or 2d10 on a single attack. If they use Rapid Shot to make it 10d10 on a full attack, the DC takes a -2 penalty.
Those in the area get a DC 10 + 1/2 BAB + Dexterity modifier Reflex save for half damage. Only one save is made regardless of the number of attacks made with the weapon.
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