Wrist Cannon (3.5e Equipment)
Wrist Cannon: Wrist mounted Cannon with anti-magic field fires shrunk cannonballs. At the end of barrel is a gold, inlaid band which creates an antimagic ring to remove the shrink spell from ammunition.
light, exotic (cannot be fired without exotic weapon feat), two handed Range=100ft
roll percentile to hit. 1-15%- backfire for 2d6 fire dmg, 16-20%- fails to fire, 21-35%- hit only the targeted spot, 36-50%- up to 15ft line starting at target, 51-80%- up to 50ft line starting at target, 81-90%- x2 dmg, 91-95%- x3 dmg, 96-99%- x4 dmg, 100% x6 dmg
Wielding it on your wrist does not inhibit the use of your hands. Firing and loading it requires both hands (one to work the mechanisms and one for it to be mounted on and stabilize)
Fires tiny cannonballs, shrunk cannonballs, or items of equivalent size, requires .125lbs gunpowder to fire
cannonball: A single iron cannonball. In a line of length up to 50ft or stopping at the end of the range (100ft), starting at the targeted square, all creatures and objects take 3d6 Bludgeoning damage. A tiny cannonball deals 1d6 piercing. A DC 17 Reflex saving throw is possible for half damage. Reduce the line's length by 5 feet for every 5 points of damage it deals. If it hits a very solid object (such as a cliff or the Tarrasque), it deals triple damage and immediately ends.
Ammunition: Cannon balls all cost 50 gp each (tiny is 1/8th the cost at 6gp, 2sp, and 5cp and 1/16th the size), and gun powder costs 30 gp per 5lbs.
Faint; (DC 17) Abjuration; CL 11th; Craft Magic Arms and Armor, Antimagic field, Permanency, caster level 11th.; Cost gold band worth 2000 gp, 13,000 Gp, 500 EXP, 1 day.; Activation: Fire-standard Reload-move; Weight: 2 lb.; Market Price: 30,000 gp
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