Revolver (3.5e Equipment)
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Revolver
Exotic Light Projectile
Cost: | 50 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 20/x3 |
Range Increment: | 50' |
Weight2: | 4 lbs |
Type3: | Piercing |
HP4: | 5 |
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.
A pistol with a spinning chamber that stores six bullets, it is powerful for a relatively small size and skilled users can unlock all of its shots in rapid succession. It uses bullets which are reloaded as a full round action, or a single bullet as part of a move action.
You can shoot, but not load, a revolver with one hand at no penalty. You can shoot a revolver with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
The revolver may be used as a martial weapon, but if you have the appropriate exotic weapon proficiency you may add your Dexterity to damage. In addition you gain the following Weapon Art:
Revolver users can spin the chamber at any time with their free hand, allowing them to choose which bullet they wish to fire from the chamber.
Fan the Hammer: As full-round action you may fan the hammer, which allow you to make a single attack and unload all remaining shots in the chamber, but you take a cumulative -2 penalty on the attack roll after the first shot (for a -10 penalty for the entire chamber) and the range increment of the weapon is reduced to 10 ft for those attack. If your attack roll would have hit if not for the penalty, you deal damage as if you hit with a single shot. Damage from Dexterity and any bonus damage from special bullets, sneak attack, or class abilities overlaps, it does not stack. If you slay the first target with fan the hammer you may continue with the remaining bullets against an adjacent target.
For example a rogue with 2d6 sneak attack fans the hammer, and hits with all six bullets. Two bullets are Flaming, and one is Shock. They deal 6d8 + Dexterity plus 1d6 fire and 1d6 electric damage, and 2d6 sneak attack (the fire damage did not stack).
Fan the Hammer can only fire up to six shots at once if, for some reason, the chamber is expanded further. Once you reach BAB +6, fan the hammer becomes a standard action.
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