Jezzail (3.5e Equipment)
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Exotic Two-Handed Projectile
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 long, metal tube mounted on a wooden stock, this weapon has a complex mechanism near the end the user holds, designed to propel a metal bullet towards the enemy's heart. These weapons are usually heavily-ornamented, and tend to feature a lot of additional engraving and designs not strictly-speaking needed for their function.
A jezzail requires a standard action to reload after firing. Whenever you roll a 1 on the damage dice for a jezzail, re-roll it until it's not a 1.
If you ready an action to fire against a charging enemy, provided that enemy was charging you from more than 20ft away and you were aware of the charge, the readied attack deals double damage if it hits. If this scores a successful critical hit, double the jezzail's normal damage, not the whole thing (essentially, think of this as adding one more 'instance' of a jezzail's damage).
Example: Against a charging enemy, a successful jezzail critical hit would deal 3d12 damage, not 4d12.