High calibur rifle (3.5e Equipment)

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High Calibur Rifle
Exotic Two-Handed Projectile
Critical: x4
Range Increment: 500ft
Type: piercing
Hardness: 30
Size Cost1 Damage Weight1 hp
Fine * * 6
Diminutive * * 12
Tiny * * 25
Small 4800gp 4d6 50
Medium 4800gp 6d6 100
Large 8000gp 8d6 200
Huge * * 400
Gargantuan * * 800
Colossal * * 1600
  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.

The High Calibur Rifle holds 5 Bullets. As long as it holds bullets, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bullets is a full-round action that provokes attacks of opportunity.

The High Calibur Rifle can't be used while standing up unless you have 20 strength or more. It takes a move action to set up or pick up to move and must be fired prone normally.

Bullets can be made with a DC 10 Craft (Gun Smithing) check or a DC 15 Craft (Alchemy check).

Any enemy within 250ft of the shooter knows the general direction of the shooter when the gun is fired if they pass a DC 10 listen check.

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