Harpoon Gun (3.5e Equipment)
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Harpoon Gun
Martial Two-Handed Projectile
Cost: | 200 gp |
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Damage (Small): | 1d8 |
Damage (Medium)1: | 1d10 |
Critical: | 20/x3 |
Range Increment: | 80' |
Weight2: | 7 lbs |
Type3: | Piercing |
HP4: | 10 |
Hardness: | 8 |
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 harpoon gun is a strange clockwork contraption capable of shooting a sharp harpoon at high velocity. A harpoon gun is designed so that it can be fired underwater without the usual penalties. A harpoon gun require special ammunition, in the form a special metal shortspear which cost an extra 25 gp. This shortspear can be used as a normal weapon of it kind, or be fired from the harpoon gun, gaining the weapon profile above. It is possible to link the shortspear to the harpoon gun with a rope or chain, allowing the wielder to pull it back to the gun as a move action, reloading it. Otherwise loading a new harpoon take a full-round action.
You can fire a regular shortspear from the harpoon gun, however you take a -4 penalty to attack when doing so. Since it not a piece of ammunition, the harpoon does not break upon hitting. However it is enhanced at normal weapon cost. Enhancements on the harpoon and the harpoon gun behave as normal for ranged weapons. It is possible to sever the rope between a harpoon gun and a harpoon, such as attacking it when it deployed or through a readied action.
When a harpoon gun score a critical hit the harpoon remain stuck into it target dealing 1d2 point of Constitution damage, a DC 20 Fortitude save negate the Constitution damage. Then at the start of each of it turn, the target lose half of it HD in hit point from bleeding. The creature can pull the harpoon out as a Full-Round Action with a DC 15 Strength check, or a standard action with a DC 20 Strength check.
When embedded into a creature, if the harpoon is linked with a rope or chain and you use a move action to retract the rope, you make an opposed strength check with the creature. If you succeed you choose between pulling out the harpoon or moving the creature 5 feet toward you, plus an additional 5 feet for each 2 point you beat the creature on the check. If the opposing creature win, it may choose to move you 5 feet toward it, plus an additional 5 feet for each 2 point it beat you on the check. A creature gain a +4 bonus on this check for each size category it is larger than it opposition. It is also impossible to drag a creature toward you if it higher than your maximum drag weight.
If you possess the Weapon Focus feat with the Harpoon Gun, you may attempt embed the harpoon into the creature without requiring a critical hit by taking a -4 penalty to hit. If you possess the Rapid Reload feat you may retract the rope as a free action, unless it embedded into a creature.
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Leziadv |
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Author | Leziad + |
Class | Projectile + |
Cost | 200 gp + |
Critical | 20/x3 + |
Damage | 1d10 + |
Damage Type | Piercing + |
Hardness | 8 + |
Hit Points | 10 + |
Identifier | 3.5e Equipment + |
Proficiency | Martial + |
Range | 80 + |
Rated By | Foxwarrior + and Eiji-kun + |
Rating | Rating Pending + |
Size | Two-Handed + |
Title | Harpoon Gun + |
Weight | 7 + |