Self-Destruct (3.5e Equipment)

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Revision as of 09:25, 19 August 2014 by Eiji-kun (talk | contribs) (Self-Destruct Armor, Shields, and Weapons)
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Author: Eiji-kun (talk)
Date Created: 8-19-14
Status: Complete
Editing: Mechanical changes on Talk
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Self-Destruct[edit]

Not typically placed on magical items (for obvious reasons), self-destruct items can be used as a weapon even after the weapon is used up, spent, or otherwise no longer needed.

The self-destruct template can be added to any suit of armor, shield, or weapon, (though it is almost always reserved for weapons) and has come into a fair amount of use by orqs, who might want to deny opponents orq technology or and for soldiers as a backup weapon and method of denying opponents supplies. Self-destruct items look normal, but reveal to have a small canister or package strapped to them, and possibly wires. A self-destruct armor or weapon has all the base statistics of the normal item except as noted here.

Requirements[edit]

The creator of a self-destruct item must possess at least 10 ranks in Craft Alchemy, Craft Trap, Knowledge Engineering, or you have the Trapfinding class feature and at least 3 HD.

Self-Destruct Armor, Shields, and Weapons[edit]

The self-destruct template can be added to any suit of armor, shield, or weapon (typically weapons). Items are covered in small explosive packs at key points to maximize disassembly. They explode spectacularly, though they are not used often as its difficult to detonate the package and not still be wearing it.

Cost: (The number of d6 damage dice squared x 25), or half this for armor. For example 1d6 costs 25 gp, while 5d6 costs 625 gp, and 20d6 is 10,000 gp.

Affinities: None.

Special: On the triggering action the armor or shield explodes, dealing 1d6 physical damage (bludgeoning, piercing, and slashing) or more to all targets within a 10 ft radius burst, DC 15 Reflex for half damage. Self-destruct armor deals twice as much. This destroys the item beyond repair, and any creature wearing the item at the time does not receive a saving throw.

Triggering events are usually "on impact", but can also be via "proximity" (within 5 ft) or physical activation (a move action). They're usually thrown, and can be thrown as a ranged weapon with a range increment of 20 ft for this purpose.

Self-Destruct weapons are considered trapped items for the purpose of finding and disabling traps. The Search DC to discover a trapped weapon is 20, and the Disable Device DC is 20.

This template cannot be applied to ammunition.




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Eiji-kun's Homebrew (5652 Articles)
Eiji-kunv
AuthorEiji-kun +
CostThe number of d6 damage dice squared x 25 +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryNot typically placed on magical items (for obvious reasons), self-destruct items can be used as a weapon even after the weapon is used up, spent, or otherwise no longer needed. +
TitleSelf-Destruct +