Difference between revisions of "Chem Dispenser (3.5e Equipment)"
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− | + | A chem dispenser is a blocky and somewhat bulky firearm with a single large canon, it does not fire bullet or other inherently harmful projectiles. Instead it fire 2 inch-radius ball which are fed into the weapon in the form of a long bead, essentially reloading itself each time it fire. Each bead hold 20 balls, replacing a bead is a full-round action. The projectiles pinch a little when they hit. | |
− | Up to 50 alchemical items (or items that behave like a alchemical item like a [[Weakness Bomb (3.5e Equipment)|weakness bomb]]) or potions can be stored inside the | + | Up to 50 alchemical items (or items that behave like a alchemical item like a [[Weakness Bomb (3.5e Equipment)|weakness bomb]]) or potions can be stored inside the chem dispenser. When you fire the chem dispenser you may fire any of the alchemical item stored inside the weapon. A ball filled with an alchemical item burst on contact, allowing the delivery at long range of various alchemical item and potions. If the alchemical item granted a reflex save and you struck a creature instead of a square the struck creature is not granted it normal reflex save. Loading the chem dispenser with item take 1 full minute. |
− | If you have the exotic weapon proficiency feat with an | + | If you have the exotic weapon proficiency feat with an chem dispenser you can combine two alchemical item and/or potion in a single shot. If you have both the exotic weapon proficiency and the [[Alchemical Mastery (3.5e Feat)|alchemical mastery]] feat you can combine up to three alchemical item and/or potion in a single shot. |
− | Normally, operating a | + | Normally, operating a chem dispenser requires two hands. However, you can shoot, but not load, a chem dispenser with one hand at a –4 penalty on attack rolls. You can shoot a chem dispenser 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. |
A string of bead cost 1 gp to replace.</onlyinclude> | A string of bead cost 1 gp to replace.</onlyinclude> |
Revision as of 03:15, 7 December 2014
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Chem Dispenser
Exotic Two-Handed Projectile
Cost: | 250 gp |
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Damage (Small): | 1d3 |
Damage (Medium)1: | 1d4 |
Critical: | 20/x2 |
Range Increment: | 120' |
Weight2: | 7 lbs |
Type3: | Nonlethal |
HP4: | 10 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A chem dispenser is a blocky and somewhat bulky firearm with a single large canon, it does not fire bullet or other inherently harmful projectiles. Instead it fire 2 inch-radius ball which are fed into the weapon in the form of a long bead, essentially reloading itself each time it fire. Each bead hold 20 balls, replacing a bead is a full-round action. The projectiles pinch a little when they hit.
Up to 50 alchemical items (or items that behave like a alchemical item like a weakness bomb) or potions can be stored inside the chem dispenser. When you fire the chem dispenser you may fire any of the alchemical item stored inside the weapon. A ball filled with an alchemical item burst on contact, allowing the delivery at long range of various alchemical item and potions. If the alchemical item granted a reflex save and you struck a creature instead of a square the struck creature is not granted it normal reflex save. Loading the chem dispenser with item take 1 full minute.
If you have the exotic weapon proficiency feat with an chem dispenser you can combine two alchemical item and/or potion in a single shot. If you have both the exotic weapon proficiency and the alchemical mastery feat you can combine up to three alchemical item and/or potion in a single shot.
Normally, operating a chem dispenser requires two hands. However, you can shoot, but not load, a chem dispenser with one hand at a –4 penalty on attack rolls. You can shoot a chem dispenser 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.
A string of bead cost 1 gp to replace.
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