Difference between revisions of "Tranquilizer Dart (3.5e Equipment)"

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The price and weight in the table above is for a bundle of 5 tranquilizer darts.
  
 
Tranquilizer darts are projectiles that dispense a payload of numbing agent upon impact with their target. Tranquilizer darts deal no actual damage on impact, but cause [[Numbed (3.5e Condition)|numbing]]. When fired, tranquilizer darts are treated as darts (from [[SRD:Crossbow|crossbows]] and blowpipes and the like) or as arrows (from bows), but 'damage' should only be rolled to check if the dart pierces a creature's [[SRD:Damage Reduction|damage reduction]]. When a tranquilizer dart does enough effective damage to bypass [[SRD:Damage Reduction|damage reduction]], the target must make an initial DC 13 [[SRD:Fortitude|Fortitude]] save or become [[Numbed (3.5e Condition)|numbed]], followed by a secondary [[SRD:Fortitude|Fortitude]] save vs [[SRD:Unconscious|unconsciousness]] two rounds later. A creature that makes the initial save will only be [[Numbed (3.5e Condition)|numbed]] if they fail the secondary save. Creatures must continue to make subsequent [[SRD:Fortitude|Fortitude]] saves against numbing and/or unconsciousness every minute after the initial save until 10 minutes have past. If a creature is affected by multiple tranquilizer darts, the required saves don't stack, but instead the DC heightens by +2 for every subsequent dart. Numbing and unconsciousness caused by tranquilizer darts last 10 minutes.
 
Tranquilizer darts are projectiles that dispense a payload of numbing agent upon impact with their target. Tranquilizer darts deal no actual damage on impact, but cause [[Numbed (3.5e Condition)|numbing]]. When fired, tranquilizer darts are treated as darts (from [[SRD:Crossbow|crossbows]] and blowpipes and the like) or as arrows (from bows), but 'damage' should only be rolled to check if the dart pierces a creature's [[SRD:Damage Reduction|damage reduction]]. When a tranquilizer dart does enough effective damage to bypass [[SRD:Damage Reduction|damage reduction]], the target must make an initial DC 13 [[SRD:Fortitude|Fortitude]] save or become [[Numbed (3.5e Condition)|numbed]], followed by a secondary [[SRD:Fortitude|Fortitude]] save vs [[SRD:Unconscious|unconsciousness]] two rounds later. A creature that makes the initial save will only be [[Numbed (3.5e Condition)|numbed]] if they fail the secondary save. Creatures must continue to make subsequent [[SRD:Fortitude|Fortitude]] saves against numbing and/or unconsciousness every minute after the initial save until 10 minutes have past. If a creature is affected by multiple tranquilizer darts, the required saves don't stack, but instead the DC heightens by +2 for every subsequent dart. Numbing and unconsciousness caused by tranquilizer darts last 10 minutes.

Revision as of 07:03, 24 March 2011

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Author: Sulacu (talk)
Date Created: March 24, 2011
Status: Complete
Editing: Clarity edits only please
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Rifle Cartridges

Simple Ammunition

Cost: 500 gp
Damage (Small): 0
Damage (Medium)1: 0
Critical:
Weight2: 1 lbs
Type3:


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.


The price and weight in the table above is for a bundle of 5 tranquilizer darts.

Tranquilizer darts are projectiles that dispense a payload of numbing agent upon impact with their target. Tranquilizer darts deal no actual damage on impact, but cause numbing. When fired, tranquilizer darts are treated as darts (from crossbows and blowpipes and the like) or as arrows (from bows), but 'damage' should only be rolled to check if the dart pierces a creature's damage reduction. When a tranquilizer dart does enough effective damage to bypass damage reduction, the target must make an initial DC 13 Fortitude save or become numbed, followed by a secondary Fortitude save vs unconsciousness two rounds later. A creature that makes the initial save will only be numbed if they fail the secondary save. Creatures must continue to make subsequent Fortitude saves against numbing and/or unconsciousness every minute after the initial save until 10 minutes have past. If a creature is affected by multiple tranquilizer darts, the required saves don't stack, but instead the DC heightens by +2 for every subsequent dart. Numbing and unconsciousness caused by tranquilizer darts last 10 minutes.

The effectiveness of a tranquilizer dart depends on the size and mass of its target. Creatures incur a -2 penalty to saves against a tranquilizer dart for every size category below Medium, and a +2 bonus for every size category above Medium. Creatures immune to poison are not immune to tranquilizer darts, but do get a +4 bonus to any Fortitude saves to defend against them.



Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorSulacu +
ClassAmmunition +
Cost500 gp +
Critical+
Damage0 +
Damage Type+
HardnessDefault +
Hit PointsDefault +
Identifier3.5e Equipment +
ProficiencySimple +
Range+
RatingUndiscussed +
TitleTranquilizer Dart +
Weight1 +