Six Shooter (3.5e Equipment)

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Six Shooter
Exotic One-Handed Projectile
Critical: x3
Range Increment: 40ft.
Type: Piercing
Size Cost1 Damage Weight1 hp
Fine * 1d4 *
Diminutive * 1d6 *
Tiny * 1d8 *
Small 1200gp 1d10 2lb.
Medium 1200gp 2d6 4lb.
Large 2100gp 3d6 8lb.
Huge * 4d6 *
Gargantuan * 6d6 *
Colossal * 8d6 *
  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.
In order to use your new Six-Shooter, first load the bullets into the patented (and revolutionary) Swing-Out Revolving Ballistic-Holding Chamber™ and then close the Swing-Out Revolving Ballistic-Holding Chamber™. Spin the Swing-Out Revolving Ballistic-Holding Chamber™ and pull back the (patented) Non-Hammer-Appearing Hammer®. Point the weapon at whoever you wish to be killed and pull the (patented) Moustache Hair-Trigger Pulling Device To Cause Other Parts of Device To Work Properly Thingy™, causing the Non-Hammer-Appearing Hammer® to fall and ignite the Amnesia Powder™ (Warning: Do not get Amnesia Powder in your face, could cause loss of memory). This explosion (note; not big, do not be scared!) will cause your enemies to die of a sudden heart attack if successful. Simples. ☺
The Non-Malicious and Totally-Sane Gnome™, The Six-Shooter Instruction Manual

Invented by Gnomes after discovering a mysterious black powder through various alchemic means, six shooters are capable of 'firing' ballistic projectiles at high speeds over a minor distance. They have short barrels with smooth bores to get the right amount of spin on a bullet to keep it moving at the correct speed and on target. A Six-Shooter's name is derived from it's ability to hold six bullets in the chamber swing-out revolving chamber above the trigger. Some Dwarves thought it'd be a good idea to call them Revolvers, but the Gnome community turned this name down as not cool enough.

A Six-Shooter works by cocking the hammer back and pulling the trigger, which causes the hammer to fall and create a spark; igniting ths mysterious black powder (which soon became known as Amnesia Dust, due to it's "forgetful properties"). This resulting explosion within the weapon causes the bullet to fly off and kill people, as noted in the Six-Shooter manual.

All Six-Shooters are masterwork and this price is figured into the cost. They get a +1 to attack from the masterwork bonus and can be enchanted as normal. In such, they imbue their ammunition with their magical properties when fired.

A Six-Shooter carries only six shots, as it's name suggests. It can only be fired a total of six times before it has to be reloaded. Reloading is as shown in Table: Reloading. A character with Rapid Reload can move up to his total speed while reloading, but the feat does not decrease the time required to reload.

Table: Reloading
No. of Bullets Reloading Length
1 Swift Action
2 Move Action
3 Move Action + Swift Action
4 Standard Action
5 Standard Action + Move Action
6 Full-Round Action

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