Pulse Shotgun (3.5e Equipment)
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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.
The pulse shotgun appears as a technologically advanced sawed-off shotgun connected to a glowing energy core. This futuristic weapon fires shockwaves of concussive force which strike as powerful bludgeoning damage. It uses energy cells as ammunition and has a stock of 20 charges before it needs to be reloaded.
Those with the appropriate Exotic Weapon Proficiency can choose to fire the concussive blast in a 15 foot cone area effect as a full-attack action. It deals 4d6 damage plus an additional +1d6 for every point of BAB they possess, and it uses up a corresponding number of charges equal to the number of attacks they normally would have on a full attack (for example, BAB +16 and beyond would consume 4 attacks). Opponents get a Reflex save for half, DC 10 + 1/2 BAB + Dexterity.
You reload a pulse shotgun by ejecting the battery and placing a new one. Loading a pulse shotgun is a full-round action that provokes attacks of opportunity. Normally, operating a pulse shotgun requires two hands. However, you can shoot, but not load, a pulse shotgun with one hand at a –4 penalty on attack rolls. You can shoot a pulse shotgun with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.