Revolver (3.5e Helvruin Equipment)

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Exotic Light
Critical: 18–20/×3
Range Increment: 150 ft.
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d4 * 1
Diminutive * 1d6 * 2
Tiny * 1d8 * 4
Small 5550 Gp 1d10 2 lbs. 8
Medium 5550 Gp 2d6 4 lbs. 16
Large 10000 Gp 3d6 6 lbs. 32
Huge * 4d6 * 64
Gargantuan * 6d6 * 128
Colossal * 8d6 * 256
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

Revolvers used in the Helvruin campaign use Psionic Capsule bullets, which can be created relatively cheaply. Out of a pound of lead and a pound of steel, you can create a twenty capsules. You can reload a revolver by taking a move action that provokes attacks of opportunity. You can reload while moving. This doesn't need to be reloaded until all of the bullets are out.

Revolvers can be created to hold between five and seven bullets. A five bullet Revolver has a craft DC of 23, and takes 150 gp off the price. A six bullet revolver has a craft DC of 25, and is the normal price to make. A seven bullet revolver has a craft DC of 30, and costs an extra 350 gp to make.

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