Electro Coil (3.5e Equipment)
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Electro Coil
An electro coil is a small rod made of silver with a wooden grip covered in a fine strip of gossamer. It is built sleek with a small spherical head. The silver body is smelted in a special concoction of various alchemical regents and gold ferrous resin. It is a one use item that is popular when something need to be powered or electrocuted. An electro coil can be active by twisting the head as a move action, doing so cause it to spark with visible bolts of electricity.
Once activated the electro coil has 10 charges, once it run out it cease emitting current and become inert and burned out. The electro coil lose a single charge at the begging of your turn, some actions involving it may also reduce the number of charges. The electro coil can be used to power various electrical engine for a short time or used offensively in the following way.
Any creature touching the electro coil except on the handle take 1d6+5 point of electricity damage, the wielder may use a touch attack to inflict this damage on other creatures. The electro coil also work as a light mace, dealing both the electro coil damage and weapon damage (as well as strength and other modifier) on a hit.
If another active electro coil is present within 20 ft. a arc of current will form between them in the most direct fashion possible. Any creatures passing through the arc take 1d6+5 points of electricity damage, although no matter how many time a creature pass through in a turn it can only be affected once per turn.
If a creature attempt to sunder the electro coil with a conductive weapon (or it unarmed attack/natural attack) it take 1d6+5 electricity damage. If the creature is successful it take an extra 1d6+1 electricity damage per charge left in the coil.
If the rod makes contact with a body of conductive liquid or a surface of conductive metal, all creatures in contact with said surface take 1d6+5 points of electricity damage (to a maximum of 30 ft. radius, so no electrocuting the entire ocean).
If the rod is submerged in a body of conductive liquid it shorts out, dealing 1d6+5 points of electrcity damage to all creatures in contact with the body of liquid to a maximum of 60 ft. radius, creatures within 10 ft. also take an extra 1d6 damage per charge left in the coil. This cause the rod to lose all it charges.
Craft (Technology) DC 25. Market Price 250 gp.
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