High calibur rifle (3.5e Equipment)
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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 | |||||||
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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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