Overseer (3.5e Equipment)

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Overseer
Exotic Two-Handed
Critical: x3
Range Increment: 70 ft
Type: piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * * 3
Diminutive * * 6
Tiny * * 12
Small 300 gp 25
Medium 300 gp 4d4+4 230 lbs 50
Large 450 gp 4d6+6 340 lbs 100
Huge * * 200
Gargantuan * * 400
Colossal * * 800
  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.

Description[edit]

She weighs 100 kilograms, and fires custom carved sling bullets at 40 rounds per minute. It costs 2 gp to fire this weapon for 30 seconds. BWAHAHAHAHA!
—Orulf, Chief of Cabrycg

This massive device is far from designed to be carried and used by a normal creature. Instead it is designed to be mounted on top of caravans and lookout towers, overseeing the surrounding villan infested landscape, and dealing with the vile scum appropriately (firing countless sling bullets at them at very high speeds).

This weapon automatically loads four sling bullets so long as it's supplied by it's reserve (which can hold up to 200 sling bullets). It loads and fires via a large crank attached to the side. This turns a wheel inside the chamber. Four prongs on the outside of the wheel pull bullets out of the barrel shaped reserve and load them into the firing mechanism. The turning of the crank also winds up the slings. Once the bullets are loaded and the slings are fulled pulled back, a latch let's go of the slings, firing all of the sling bullets at about the same time. This all takes place within a matter of seconds.

The slings must be replaced after about 100 shots (400 bullets fired, or 2 full reserves) because the firing process places so much wear and stress on them. The replacing process requires a DC 15 craft (weaponsmithing) and four new slings.

Effects and spells that would increase a sling's lethality are compatible with this weapon.

Enhancements[edit]


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Table: Enhancements

Enhancement Cost Effect
Carrying Handle 50 gp Allows Large (or larger) creatures with the appropriate carrying capacity to carry and wield the weapon.
Extra Reserve 30 gp Adds an additional reserve of ammo (ammo sold separately). This is not usable with the Carrying Handle, as a second reserve of ammo would add too much weight for the handles to bear (120 lbs more when full with 200 medium sling bullets).
Extra Set of Barrels 100 gp Only usable if the weapon has an Extra Reserve, and adds a second set of barrels and the corresponding mechanisms to fire. This doubles the damage to 8d4 if medium or 8d6 if large. Again, this is not usable with carrying handle. With the Extra Reserve and Extra Set of Barrels, you make the choice to dedicate the weapon to being a seige weapon, and not something usable in normal situations.
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