Pulse Shotgun (3.5e Equipment)

The pulse shotgun appears as a technologically advanced sawed-off shotgun connected to a glowing energy core. This futuristic weapon fires shockwaves of concussive force which strike as powerful bludgeoning damage. It uses energy cells as ammunition and has a stock of 20 charges before it needs to be reloaded.

On a critical hit with a pulse shotgun, the opponent much make a Reflex save DC 10 + 1/2 HD + Dexterity, or fall prone.

Those with the appropriate Exotic Weapon Proficiency can choose to fire the concussive blast in a 15 foot cone area effect as a full-attack action. It deals 4d6 damage plus an additional +1d6 for every point of BAB they possess, and it uses up a corresponding number of charges equal to the number of attacks they normally would have on a full attack (for example, BAB +16 and beyond would consume 4 attacks). Opponents get a Reflex save for half, DC 10 + 1/2 BAB + Dexterity.

You reload a pulse shotgun by ejecting the battery and placing a new one. Loading a pulse shotgun is a full-round action that provokes attacks of opportunity. Normally, operating a pulse shotgun requires two hands. However, you can shoot, but not load, a pulse shotgun with one hand at a –4 penalty on attack rolls. You can shoot a pulse shotgun with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.