Magic Missile Revolver (3.5e Equipment)
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Magic Missile Revolver
Exotic One-Handed Projectile
Cost: | 1200 gp |
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Damage (Small): | 1d3+1 |
Damage (Medium)1: | 1d4+1 |
Critical: | 20/x2 |
Range Increment: | 100' |
Weight2: | 3 lbs |
Type3: | Force |
HP4: | 3 |
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 shiny steel revolver, this weapon has a certain satisfying heft. Whenever it is fired, it makes a deep "bang" sound and shoots forth a blob of force energy at high speed.
This gun fires magic missiles. These projectiles require ranged touch attacks to hit, can only be fired up to one range increment, and is affected by spell resistance. Although it is technically a magic item, firing it is an attack action that is as easy as just pulling the trigger.
Magic Missile Revolvers contain 6 bullets at a time. Reloading all 6 bullets is a full-round action; reloading just 1 bullet is a move action. Bullets for the Magic Missile Revolver are little blobs of force which cost 25 gp and 2 xp to craft (so they cost 50 gp to buy with standard pricing).
Moderate evocation; CL 1st; Craft Magic Arms and Armor; magic missile, ghost sound; cost to craft: 600 gp, 48 xp
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