A
bladegun is a magic pistol that transforms into a magic short sword (and back again) upon command. Each
bladegun is a specific make of
handgun. The
handgun and short sword versions of the weapon possess the same enhancement bonus (+1 to +3). Turning the
handgun into a short sword-and vice versa- takes a
move action. A
bladegun in
handgun form must be loaded with
ammunition to fire (as any gun).
Type: Weapon (magic); Caster Level: 9th; Purchase DC: 16 + pistol's purchase DC (+1), 21 + pistol's purchase DC (+2), 26 + pistol's purchase DC (+3); Weight: Varies (as pistol or short sword).
This battered chain saw has a +1 to +3 enhancement bonus. It constantly drips oil and small amounts of blood, and it does not require gas to activate. The chain saw deals x 3
damage (instead of x 2
damage) on a successful
critical hit.
Any creature with a good
allegiance who handles a
chain saw of the psycho gains two negative levels. These negative levels remain so long as the chain saw is in hand and disappear when it is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way while the chain saw is wielded.
Type: Weapon (magic); Caster Level: 10th; Purchase DC: 25 (+1), 30 (+2), 35 (+3); Weight: 10 lb.
This
smoke grenade contains greenish ooze. When used, it releases a pungent green cloud, as the
cloudkill spell cast by a 9th-level
Mage. The grenade is destroyed once used. The price listed is for a box of six grenades.
Type: Weapon (magic); Caster Level: 9th; Purchase DC: 30 (per box); Weight: 2 lb. (per grenade).
The
deadeye rifle is a Barrett Light Fifty sniper rifle with an enhancement bonus of +1 to +3. The stock is covered with elaborate runes, and the
deadeye rifle is considerably lighter than a normal Barrett Light Fifty. The rifle's wielder suffers no penalties for 5 range increments, with each additional increment accruing only a -1 penalty.
Type: Weapon (magic); Caster Level: 5th; Purchase DC: 42 (+1), 47 (+2), 52 (+3); Weight: 20 lb.
This weapon resembles a standard sledgehammer (use the warhammer statistics) with runes carved into its wooden handle. Besides its enhancement bonus (+1 to +3), the hammer has a
destroy seed
incantation bound into it that the wielder may activate once per day after a successful melee attack. The target must succeed at a Fortitude save (DC 20) or take 10d6 points of
damage. If the target is reduced to -10
hit points or less (or a construct, object, or undead is reduced to 0
hit points), it is destroyed as if disintegrated, leaving behind only a trace of fine dust.
Type: Weapon (magic); Caster Level: 11th*; Purchase DC: 30 (+1), 35 (+2), 40 (+3); Weight: 8 lb.
This taser releases a deafening blast of thunder when it strikes an opponent. It deals normal
damage (1d4 electrical) plus an additional 2d6 points of sonic/concussion
damage. The taser's battery is exhausted after a successful hit and must be replaced after each use.
Type: Weapon (magic); Caster Level: 5th; Purchase DC: 20; Weight: 1 lb.
Contents
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Magic Weapon Special Abilities - Most magic weapons have a +1 or better enhancement bonus.
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Acidic - Upon command, this weapon drips with acid. The acid does not harm the hands that hold the weapon.
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Bane - A bane weapon excels at attacking a specific kind of creature (such as black dragons, ogres, or trolls).
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Brilliant - ( melee weapons only)
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Chaotic - This weapon is infused with the power of chaos. It deals +2d6 points of...
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Dancing - A dancing weapon can be loosed (requiring a move action) to attack on its own.
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Defending - ( melee weapons only)
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Disruption - ( melee weapons only)
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Distance - ( ranged weapons only)
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Energy Blast - Energy blast weapons come in five types: acid blast, fiery blast, icy blast, electrical blast, and concussive blast.
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Flaming - Upon command, this weapon bursts into flame. The flame does not harm the hands that hold the weapon.
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Frost - Upon command, this weapon is engulfed in a bluish nimbus of cold energy.
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Ghost Touch - ( melee weapons only)
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Holy - This weapon is infused with holy power. It deals +2d6 points of bonus damage against any creature with an allegiance to evil.
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Keen - (slashing weapons only)
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Lawful - This weapon is infused with the power of law. It deals +2d6 points of bonus...
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Merciful - The weapon deals +1d6 points of damage, and all damage it deals is nonlethal damage.
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Mighty Cleaving - ( melee weapons only)
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Returning - (thrown weapons only)
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Shocking - Upon command, this weapon crackles with lightning. The electricity does not harm the hands that hold the weapon.
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Speed - A weapon of speed allows the wielder one single extra attack each round at his highest bonus.
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Thundering - Upon command, this weapon resonates with sonic energy.
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Unholy - This weapon is infused with unholy power. It deals +2d6 points of bonus damage against any creature with an allegiance to good.
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Wounding - ( melee weapons only)
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