Astral Beamer (3.5e Equipment)
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Exotic Two-Handed Projectile
|Critical:||Special (see text)|
|Type3:||Special (see text)|
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.
An astral beamer use the firearm rules from gunslinger handbook.
An astral beamer is a strange weapon of alien design, it look like a rectangular rifles and look rather boxy. But inside are a series of coils covered in runes, when fired the coil lighten up and create a series of miniatures portals. The portals are fired in quick succession, taking the form of an irregular white beam lasting about a single seconds. Any creatures hit by an astral beamer must make a fortitude save or take an extra 3d10 damages as part of them are being beamed to the astral planes. An astral beamer does not need any ammunition is reloaded automatically after each use, it cannot jam.
On a natural 20, the impact of the beam create a short-lived rift to the astral plane. The creature hit by the beam does not take any damage from the attack but must make a reflex save or be sent to the astral plane whole.
An astral beamer does not work in an area under the effect of dimensional anchor or similar effects.
Save Formula: DC 10+ half user bab + user's dexterity mod
|Cost||9000 gp +|
|Critical||Special (see text) +|
|Damage Type||Special (see text) +|
|Hit Points||10 +|
|Identifier||3.5e Equipment +|
|Title||Astral Beamer +|