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Phenomenist (3.5e Class)/Arsenal Occultist

98 bytes added, 01:20, 15 May 2021
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A esoteric device deals 1d6 + the arsenal occultist's [[Intelligence]] modifier in a chosen damage type (see below), requires a ranged touch attack to hit and has a critical hit multiplier of x3. If the weapon is one-handed it has a range of 30 feet, while it has a range of 60 feet if two-handed. It behaves otherwise as a normal ranged weapon. The two-handed model can hold up to 3 pieces of ammunition, while the one-handed model can handle 6. A esoteric device requires a move action to reload and only accept occult ammunition created by the arsenal occultist.
An esoteric device either deals a piercing and bludgeoning damage, any energy damage, or force damage. If force or sonic are chosen, the esoteric device damage's dice are lowered to 1d4. This choice can be modified by altering the device, whenever the arsenal occultist gains a level.
The two-handed model can only make a single attack per round, no matter how many attacks the Arsenal Occultist would be granted. However it's damage increases by 1d6 at 3rd level and each odd level thereafter. At 8th level the two-handed esoteric device gains the Exit Wound<sup>CW</sup> enhancement, which stacks with any enhancement placed upon it. The one-handed models can be used to make any numbers of attacks per round. However, it’s damage only increases by 1d6 at 4th level and each 4 levels thereafter.

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