Bright Burst Carbine (3.5e Equipment)
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Bright Burst Carbine
Exotic Two-Handed Projectile
Cost: | 300 gp |
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Damage (Small): | 1d10 |
Damage (Medium)1: | 1d12 |
Critical: | 18-20/x2 |
Range Increment: | 90' |
Weight2: | 10 lbs |
Type3: | Bludgeoning and Fire |
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, it is a powerful weapon fit for use by magically or technologically advanced military. When fired it shoot a powerful heat beam which can scorch most target and release a high amount of energy, dealing both bludgeoning and fire damage, only resistance or immunity to both apply. The bright burst carbine consume a single energy cell each time it is fired, it has a stock containing 50 of them which may be reloaded as a full-round action.
A bright burst carbine may be treated as a martial weapon, however a character with the appropriated exotic weapon proficiency feat may add their Dexterity bonus to damage when using a bright burst pistol and gain the following Weapon Arts:
- Blinding Shot: As a standard action, you may make a ranged feint attempt within 30 feet using the bright burst carbine. If it succeed, instead of the normal effect of the feint, the target is blinded for 1 round then dazzled for a round thereafter. A failed feint attempt only cause the target to become dazzled for 1 round.
- Continuous Beam: When using the full-attack option you may decide to fire the bright burst carbine as a single continuous beam, instead of making a full attack you fire a single highly powerful beam. It deal an additional 1d12 damage for each attacks granted by base attack bonus beyond the first. All creature in the path of the beam must make a Reflex save (DC 10 +1/2 BAB + Dexterity modifier) or be struck by the beam. At your option you may aim for a particular creature, making a ranged touch attack against this creature. If you hit the creature is not granted a Reflex save against the beam, but every other creatures receive a +4 bonus on theirs whether you hit or miss.
- Rapid Fire Burst: You may make an extra attack whenever you take a standard action to shoot (including while using maneuvers, although the second attack is a normal attack) or when making a full attack. However if you do so all your attacks are made with a -2 penalty that turn. This ability stacks with Rapid Shot. You may not use this ability alongside continuous beam.
Template:3.5e Mundane Futuristic Weapons Breadcrumb
Leziadv |
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Author | Leziad + |
Class | Projectile + |
Cost | 300 gp + |
Critical | 18-20/x2 + |
Damage | 1d12 + |
Damage Type | Bludgeoning + and Fire + |
Hardness | 10 + |
Hit Points | 10 + |
Identifier | 3.5e Equipment + |
Proficiency | Exotic + |
Range | 90 + |
Rating | Undiscussed + |
Size | Two-Handed + |
Title | Bright Burst Carbine + |
Weight | 10 + |