Bow hunting remains a popular sport in North America. A character's Strength modifier applies to damage
rolls made when using this weapon
consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage
to all creatures and objects in its path. No attack roll
is necessary, and thus no feat is needed to operate the weapon
effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage
. Creatures with cover
get a bonus on their Reflex save.
's backpack has hardness 5 and 5 hit points
. When worn, the backpack has a Defense
equal to 9 + the wearer's Dexterity modifier + the wearer's class bonus. A backpack reduced to 0 hit points
ruptures and explodes, dealing 6d6 points of fire damage
to the wearer (no save allowed) and 3d6 points of splash damage
to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage
Any creature or flammable object that takes damage
from a flamethrower
catches on fire, taking 1d6 points of fire damage
each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action
. Discharging a fire extinguisher is a move action
and instantly smothers flames in a 10-foot-by-10-foot area.
can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.
This light, flexible spear built for throwing can be used in melee, but since it's not designed for it, characters using it in this manner are always considered nonproficient and take a -4 penalty on their melee attack rolls
A chemical irritant that can temporarily blind a target, pepper spray
comes in a single-shot container. To use it, make a ranged touch attack
against the target. The target must make a Fortitude saving throw
(DC 15) or be blinded for 1d4 rounds. Pepper spray
is limited to 5 range increments.
is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken
as a free action.
Whips deal a small amount of lethal damage
. Although a character doesn't "fire" the weapon
, treat a whip
as a ranged weapon
with a maximum range of 15 feet and no range penalties.
Because a whip
can wrap around an enemy's leg or other limb, a character can make a trip
attack with it by succeeding at a ranged touch attack
. The character does not provoke an attack of opportunity
when using a whip
in this way. If the character is tripped during his or her own trip
attempt, the character can drop the whip
to avoid being tripped.
When using a whip
, a character gets a +2 bonus on your opposed attack roll
when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).
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