Disruption Cannon (3.5e Equipment)

Strange weapons of unknown origin, disruption weapons send a blast of raw, chaotic arcane energy in it purest form causing a disruption in the laws of reality. A blast from such weapon can rip apart even the strongest creature, any attacks made with a disruption weapon ignore damage reduction, harness and any resistances and deal typeless damages.

A disruption weapon is alway masterwork by nature, it can hit and damage target on the ethereal plane. Disruption weapons add their user's Dexterity modifier to damage rolls (but cannot do so more than once). Disruption weapons do not need to be reloaded as it possess a refined proteum core but only possess X charges, each hours the disruption weapon recover a number of charge.

When scoring a natural 20 with a disruption weapon you cause a *rip* in reality, projecting a wave of power emanating from the target. It deal weapon damage to all creatures within X radius (see weapon entry lower) but allow a reflex save to halves he damages.

A disruption cannon has 100 charges, expend 3 when firing and regain 5 charges per hours of non-activity. By expending 15 charges, a character with a base attack bonus of 6+ may fire the disruption cannon as 60 ft. cone. For each iterative attack granted by bab, it deal an additional 4d6 damages when fired into this mode (minimum of 8d6, maximum of 16d6). When fired in this mode, the wielder do not need to roll an attack roll, however each affected creature may make a reflex save (DC 10 + wielder base attack bonus + wielder dexterity modifier) for half damages.

On a natural 20, the disruption cannon projectile explode in a 20 ft. radius, dealing weapon damages to all those within the radius reflex save (DC 10 + wielder base attack bonus + wielder dexterity modifier) for half.

By expending 25 charges, a character with a base attack bonus of 14+ may fire an implosion bolt. An implosion bolt require a ranged touch attack instead of a normal attack roll and do not explode on a 20. It deal 40d6 damages, fortitude save (DC 10 + wielder base attack bonus + wielder dexterity modifier) for half. Any creature killed by an implosion bolt, implode on itself forever destroying it and preventing resurrection.

A disruption Cannon is so big it cannot be wielded easily, any attacks made with the disruption cannon are at -2 penalty unless braced. No matter the size, a Disruption Cannon require that the wielder has not moved during his previous turn to fire (moving it disturb the massive unstable proteum core).

A disruption cannon is already considered magical (the equivalent of a +4 weapon) and may be augmented further. It does not work in an antimagic field.