Laser Gun (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 7-19-15
Status: Complete
Editing: Clarity edits only please
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Laser Gun

Exotic One-Handed Projectile

Cost: 2250 gp
Damage (Small): 1d8
Damage (Medium)1: 2d6
Critical: 20/x2
Range Increment: 100'
Weight2: 8 lbs
Type3: Light
HP4: 10
Hardness: 10

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 technological marvel, the laser gun consists of a powerful high energy laser which consumes "bullets" made of volatile chemicals that store vast amounts of energy. The gun can hold up to 20 shots before needing to be reloaded as a full round action.

Attacks with the laser gun are standard action ranged touch attacks that deal 2d6 damage + your Dexterity modifier damage, because photons. It deals double damage against creatures vulnerable to light effects.

For each additional attack granted by BAB, the damage rises by 2d6 points of damage due to your finer control and ability to keep focused on the target when firing.

As a beam of light, it can pass through transparent materials. Effects which provide concealment via blocking line of sight (such as many fog effects) reduce the damage by 20% or 50% respectively, and the range increment is halved. Effects which entirely block light and opaque surfaces cannot breach the barrier unless the damage destroys the barrier. For the effects of interacting with magical darkness, it is considered a magical light source of a spell level equal to 1/2 your BAB (minimum 0th, maximum 9th at BAB +18).

Chemical cartridges used for ammo cost the same as a crossbow bolt and may be enhanced as normal. If you are not proficient with the weapon, attacking with it is a normal ranged attack (at -4 for nonproficiency), you do not add your Dex to damage, and on a natural 1 the weapon overheats and becomes nonfunctional until a DC 20 Disable Device is made.

Normally, operating a laser gun requires two hands. However, you can shoot, but not load, a laser gun with one hand at a -2 penalty on attack rolls. If using Two-Weapon Fighting, you can attack with the laser gun in your main or off hand as part of the full attack, adding the additional +2d6 damage for every attack you would be granted with BAB and your Two-Weapon Fighting feats. For example, with BAB +16 and three off hand attacks, two laser guns would deal 8d6 and 6d6 as a full attack action respectively.

You can shoot a laser gun with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. Laser guns are automatically masterwork weapons due to their high technological requirements.



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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassProjectile +
Cost2250 gp +
Critical20/x2 +
Damage2d6 +
Damage TypeLight +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range100 +
Rated ByGanteka Future + and Leziad +
RatingRating Pending +
SizeOne-Handed +
TitleLaser Gun +
Weight8 +