Disruption Ripper (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 50 charges, expend 2 when firing and regain 5 charges per hours of non-activity. Unlike other disruption weapon the Ripper is capable of turning armor and natural armor into slag, for each hit that caused 10 or more damage lower the armor bonus of any non-magical armor by 1 (it destroyed if it reach 0). Similarly a magical armor and\or a creature's natural armor must make a fort save (DC 10 +1/2 level + dex mod) or lose 1 point of armor bonus. Natural armor is permanently lost but can be healed by 1 point through each casting of regenerate, mundane or magical armor can be repaired through mending spell.

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.

A disruption cannon is already considered magical (the equivalent of a +3 weapon) and may be augmented further. It does not work in an antimagic field.

A character with a bab of 6+ may fire a Dimension Rip shot, for 5 charge. You do not need to roll to hit and automatically cause an explosion as if you rolled a natural 20.

A character with a bab of 14+ may a fire Fusion Bolt as a full-round action by expending 10 charge, you make a single ranged touch attack against a target within range. It deal 10d10 damages and for each 10 damage increment lower the enemy armor bonus by 1 (no save if mundane), for each armor or natural armor bonus lowered this way, targeted creature take an extra 1d10 damages as the armor/skin melt into nuclear slag. Natural armor is permanently lost but can be healed by 1 point through each casting of regenerate mundane or magical armor can be repaired through mending spell.