Iris' Fizzle-fire Jezail! (3.5e Equipment)

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Author: Locke (talk)
Date Created: 12/8/2018
Status: Finished, upcoming additions.
Editing: Clarity edits only please
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Iris' Fizzle-fire Jezail!

Exotic Two-Handed Projectile

Cost: 100 gp
Damage (Small): 2d4
Damage (Medium)1: 2d6
Critical: 20/x3
Range Increment: 120'
Weight2: 6 lbs
Type3: Piercing
HP4: 8
Hardness: 6

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.


Iris' Fizzle-fire Jezail! is a long weapon made to launch projectiles, usually crossbow bolts, long distances. The weapon is oddly shaped, with a carved wooden block fitted to hug the shoulder attached to a narrow tube-like piece of hardened steel, and a metallic trigger with a guard over it. For those who know what this is describing-- it's a rifle, but not just any rifle! This fires neither black powder nor cartridge. Upon closer inspection, the Jezail has a spigot on the side of the barrel where the lock would usually be, used to attach a flask of Oil of Launch Bolt. This flask feeds into the barrel where the crossbow bolt is inserted, and the mechanism inside feeds it to fire the bolt as per the Launch Bolt rules (with modified damage and range), firing a mostly silent shot, only a slight fizzle of the feathers leaving the barrel.

The proficiency for Iris' Fizzle-fire Jezail! is considered Exotic Proficiency (Iris' Tier 1) and thus shares proficiency with other Tier 1 weapons. Operation is foreign to those without proficiency, firing the weapon requires a DC 15 Use Magic Device check, along with incurring the regular -4 penalty of using a weapon without proficiency.

A flask of Oil of Launch Bolt (or Potion of Launch Bolt) costs 25gp on the market, as a cantrip (level 0) potion. One flask allows the Jezail to fire ten (10) shots before needing a refill.

Reloading the Jezail is a swift action to load a new bolt, and a standard action to load a new flask.

Iris' Fizzle-fire Jezail! is a modular weapon, created by the Totally Legendary Tinkerer, Iris! and modified overtime to fit different needs and undergo significant improvements. This design has been reverse-engineered (read: stolen) by other tinkers and sold on the markets, though the modifications created by the Legendary Tinkerer, Iris! were too legendary for their simple minds. These modifications must be hand-crafted, as none are able to mass-manufacture these modifications. It is possible to hire a tinker to do it for you, but since the modifications are so wild, and the design so outlandish, you'd have to supply your own blueprints, perhaps ones you have found.

To craft Iris' Fizzle-fire Jezail! for yourself, it is a DC 20 Craft (Technology/Tinker or Weaponsmith) check to craft as per normal crafting rules.

Modifications[edit]

Stockfeeder Leadslinger!

A modification in which instead of bolts, the Jezail uses sling bullets. The bullets, a total of 10, are loaded into the stock, where a spring and a clever feeding mechanism automatically inserts a new sling bullet after every firing, using the residual magic of the oil to pull a bullet into it.

This modification changes the damage type to Bludgeoning and Piercing simultaneously, and can be fired ten times without needing to be loaded. After all ten sling bullets are spent, you can load a single bullet as a swift action, or five as a standard action.

The modification requires a DC 25 Craft (Technology/Tinker or Weaponsmith) check, 100gp of materials, and approximately eight hours of work. This work can be done intermittently, but once begun, the Jezail is not serviceable until the work is done.


Doubled Flaskfeed!

This modification adds a new spigot in which the user can attach a second flask of oil, either increasing the amount of charges to twenty (20) by attaching a new flask of Launch Bolt, or attaching another alchemical mixture (Acid, Alchemist's Fire, touch or ranged touch spell potions/oils, poisons, etc) in which the properties of such are applied to the bolt (or bullet) being launched. The effect applied to the ammunition does not retain any AoE (Area of Effect / splash) features, such as from Alchemist's Fire or other spells. If imbued with a touch spell, the spell no longer targets Touch AC, and must meet regular AC to take effect.

The charges of the added alchemical flask are ten (10) for every flask, just as the main flask, and have the same reload speed (can be reloaded simultaneously) as the Launch Bolt flask.

This requires a DC 25 Craft (Technology/Tinker or Weaponsmith) check, 200gp of materials, and approximately eight hours of work. This work can be done intermittently, but once begun, the Jezail is not serviceable until the work is done.


Clearglass Magnificator!

A spyglass attached to the Jezail with a cross for aiming, as well as crude windage dials (small screws, actually) to calibrate it for long-distance shooting. This allows the user to fire a single shot at an additional range increment with no penalty, if they spend a move action to aim. If they spend a full-round action to aim, they can fire at two range increments higher with no penalty.

This requires a DC 25 (Technology/Tinker or Weaponsmith) check, 400gp of materials, and approximately twelve hours of work. This work can be done intermittently, and the Jezail is serviceable while work is being done, due to the bulk of the work being on creating the Magnificator itself, not mounting it.


Calibration Calculation Modification!

The Jezail first must be fitted with the Clearglass Magnificator and Stockfeeder Leadslinger for the tinker to add this modification. Careful modification of the barrel seating proccess, rifling of the barrel, realignment of the sights, and perfection of the stock's ergonomics causes the Jezail to be quite the precise weapon. You can now add 1/2 Int bonus to damage rolls made with the Jezail. This damage is negated by Precision Immunity. Additionally, you add 30ft to the base range of the weapon.

This requires a DC25 (Technology/Tinker or Weaponsmith) check, 50gp of materials, and approximately six hours of work. This work can be done intermittently, and the Jezail is serviceable while the work is being done, due to it only being improvements in the accuracy and ergonomics.


Underbarrel Flaskchucker!

Iris' favorite modification to the Jezail was her own invention, the Flaskchucker Crossbow, modified and placed below the barrel of the Jezail so that she may operate it at the same time as the Jezail. This functions exactly like Iris' Flaskchucker Crossbow! (3.5e Equipment) except that it cannot fire sling bullets. If the crossbow is already loaded, it can be fired as a move action, but not on the same turn it was loaded.

This requires one of Iris' Flaskchucker Crossbow! (3.5e Equipment) and a DC25 (Technology/Tinker or Weaponsmith) check, 100gp of materials, and approximately six hours of work. This work can be done intermittently, and the Jezail is serviceable while the work is being done, as the only thing being done is an addition to the frame.


Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorLocke +
ClassProjectile +
Cost100 gp +
Critical20/x3 +
Damage2d6 +
Damage TypePiercing +
Hardness6 +
Hit Points8 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range120 +
RatingUnrated +
SizeTwo-Handed +
TitleIris' Fizzle-fire Jezail! +
Weight6 +