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Phenomenist (3.5e Class)/Arsenal Occultist

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'''Esoteric Device {{Ex}}:''' Starting at 2nd level, an arsenal occultist crafts or finds a strange technological firearm whose function eclipses lesser minds. The exact nature of the firearm, be it a heat ray, an anti-matter rifle or a psychic wave emitter is up to the phenomenist's player. The Arsenal Occultist chooses to construct her esoteric device as a one-handed rapid fire weapon or a two-handed single fire one upon gaining this class feature, she may alter her choice whenever she gains a level. The esoteric device can be enhanced as any manufactured weapon, but cannot be enhanced to have infinite ammunition.
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 60 feet, while it has a range of 60 120 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.

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