Bright Burst Carbine (3.5e Equipment)

From Dungeons and Dragons Wiki
Revision as of 19:12, 21 April 2014 by TFBot (talk | contribs) (Text replace - "Category:3.5e [[" to "[[Category:3.5e]] [[")
Jump to: navigation, search
Homebrew.png
Author: Leziad (talk)
Date Created: 30 Mai 2010
Status: Finished
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Bright Burst Carbine

Exotic Two-Handed Projectile

Cost: 300 gp
Damage (Small): 1d10
Damage (Medium)1: 1d12
Critical: 18-20/x2
Range Increment: 70'
Weight2: 10 lbs
Type3: Special (see Text)
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.


Longer and bulkier than the bright burst pistol, the bright burst carbine sacrifice extra range for greater power. The carbine is powerful, yet compact weapon.

Bright burst carbine deal typeless damage in the form of a bright extremely shinning bolt of energy, additionally a bright burst carbine allow it wielder to add her dexterity modifier to damage (but only once). A bright burst carbine deplete one energy cells per shot fired, it can hold up to 30 energy cells at any time and reloading a bright burst carbine is a move action.

A bright burst carbine may fire in supercharged mode, consuming 3 energy cell per shot but doing an additional +4 damages. Sadly firing in supercharged mode tend to overheat the gun, any roll of natural 1 also deal 1d6 fire damage to the wielder and she must make a DC 10 + 1/2 damage dealt reflex save or drop the weapon. A masterwork or magical bright burst carbine will not overheat in supercharged mode.

A bright burst carbine may be treated as a martial weapon, however it reloading time become a full-round action it wielder cannot fire in supercharged mode.



Back to Main Page3.5e HomebrewEquipmentWeapons


Leziad's Homebrew (4510 Articles)
Leziadv
AuthorLeziad +
ClassProjectile +
Cost300 gp +
Critical18-20/x2 +
Damage1d12 +
Damage TypeSpecial (see Text) +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range70 +
RatingUndiscussed +
SizeTwo-Handed +
TitleBright Burst Carbine +
Weight10 +