Bow hunting remains a popular sport in North America. A character's Strength modifier applies to
damage rolls made when using this
weapon.
A
flamethrower 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.
A
flamethrower'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.
A
flamethrower 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.
A
shuriken 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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