Arcane Peacekeeper (3.5e Equipment)

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Author: Elohim
Date Created: 10-05-2014
Status: Complete
Editing: Clarity edits only please
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Homebrew.png
Author: Elohim
Date Created: 10-05-2014
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Arcane Peacekeeper[edit]

Arcane Peacekeeper
Price: 2500gp (basic model)
Body Slot: Held
Caster Level: 1
Aura: Evocation, faint.
Activation: Use-activated, Standard
Weight: 2

Palnor, during his time as head magister of the city watch in a major metropolis, researched the arcane peacekeeper to add some standard firepower for the lesser mages serving under him. The fact that it garnered more respect for his underlings from the warriors of the guard was just a nice bonus.

This handgun appears to be of very detailed design, and constructed of the finest mithril.

The arcane peacekeeper is a simple, light weapon usually carried in a thigh, hip or shoulder holster; although some have chosen to conceal them at the ankle or back of the waist. When fired it makes a small popping noise, similar to the popping of a child's balloon.

The peacekeeper is a magical handgun that fires small bullets, the bullets are a force effect. Expended bullets dissipate immediately after attack resolution. Expenditure of an arcane spell or spell slot is needed to charge the weapon; each level of spell or spell slot used grants the weapon 3 charges. A peacekeeper holds a maximum full capacity of 12 charges. Spell slots above level 4 may not be used to charge a peacekeeper. The weapon cannot be over-charged, attempting to do so causes any excess charges beyond maximum to be lost. Charging the weapon takes one round per spell level expended; the process requires a DC10 spellcraft or use magic device check for each spell, each spell level above 1 increases the difficulty by +2 (a level four spell would take 4 rounds to imbue and have a DC16, failure on the DC causes the imbue of charges to fail and expends the spell slot. The weapon can only hold charges from a single charging caster at a time, if charges remain the weapon will not accept new charges from a different caster. A caster may add charges to a peacekeeper that holds his own charges.

Using the weapon expends a single charge, and requires a ranged touch attack to hit. The weapon does a base damage of 1d6 plus an additional 1d6 damage per three arcane caster levels of the charger. Note that damage is not dependent on the one using the weapon, but on the one charging it. Thus a peacekeeper charged by a 20th level caster would fire projectiles doing 7d6 damage (1d6 + (20/3)d6), no matter the person using the weapon. The weapon charges have a maximum damage of 7d6, this may not be increased. An arcane peacekeeper may only be fired someone able to cast 1st level arcane spells, or any spell of 3rd level. Firing the weapon is a standard action that does not provoke an attack of opportunity.

Arcane peacekeepers may be further enchanted with weapon plus enhancements only; providing bonuses to attack and damage as normal. The weapon is crafted of mithril and of masterwork quality, providing a +1 to attack rolls even without enchantment; the masterwork bonus does not stack with enchantment bonuses.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Magic Missile
Cost to Create: 1250gp, 100 EXP, 3 days.

Metamagic Arcane Peacekeepers: The enchanter creating an arcane peacekeeper may choose to embed the powers of metamagic feats within the weapon. The enchanter must posses any such metamagic feat to embed it, furthermore no more than one metamagic feat may be embed into the enchantment per four caster levels of the enchanter; thus a 20th level wizard could only embed five metamagic feats in a single weapon. The first metamagic feat embed in the item increases enchanting time by one day and increases cost by 1000 gp & 40 EXP. Each additional feat embed doubles the time and cost of the previous feat, thus embedding three metamagic feats would require an additional seven days and cost 7000 gp & 280 EXP. Each embed metamagic feat (or level thereof) increases sell price by 1500 gp.

The effects of each allowed metamagic feat embed into an arcane peacekeeper are as follows.

Energy Substitution: At the will of the user when firing, the damage may be changed from force to an energy type (fire, cold, electricity, acid or sonic). Each embedding of this feat allows one type of energy to chosen.
Enlarge Spell: The range increment is increased to 50ft. The feat may only be embed once.
Heighten Spell: This feat may be embed multiple times (special), each embedding increases the effective spell level of the effect by +1 (normal is 1), level may be increased to a maximum of 9th. This feat only counts as one embedding, no matter how many times it is stacked; thus a 20th level enchanter could embed this feat eight times (effective spell level 9) for an added cost of eight days and 8000 gp, but still have used only one of his available feat options.
Maximize Spell: The damage of the weapons effect is maximized to six points of damage per die.
Empower Spell: The damage is increased by +3 damage per die. This can be combined with an embedding of the maximize spell feat, allowing damage to always be nine points per die (63 points for an 18th+ level caster (7x9=63)).
Subdual Substitution: Embedding this feat requires that the energy substitution feat have been previously embed. This feat allows the damage from the weapon to be subdual damage instead of lethal.
Quicken Spell: When embed into an arcane peacekeeper, this feat allows the weapon to be used to make attacks of opportunity. The wielder may make as many attacks of opportunity as he is normally allowed. However, attacks of opportunity with an arcane peacekeeper may only be made on targets within 10ft, as such reflexive attacks don't allow time to properly aim at more distant targets.
Spell Penetration: This feat, as well as Greater Spell Penetration, are available to be embedded granting a +2 bonus each to penetrate the target's SR. Adding the greater version stacks in the same feat slot on the item.

Arcane Peacekeepers crafted by epic level casters may include the following feats.

Intensify Spell: The damage of each charge is maximized and doubled, doing 12 damage per die.
Epic Spell Penetration: This adds and additional +2 to the check to overcome the target's SR. This feat stacks in the same feat slot as previous spell penetration feats.

A fully loaded +5 peacekeeper with intensify spell, charged by 18th+ level caster would have a total damage output of 1068! Now that's a good way to get some mileage from those low level spells.




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Body SlotHeld +
Cost2500gp (basic model) +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryMagical handgun. +
TitleArcane Peacekeeper +