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- [b][u]iGun 4S[/b][/u]
- Fire, ice, lightning, and destruction
- This five foot long weapon is slick to the touch, being made of steel coated with glass, the barrel tipped with an orb of black crystal. Two rings of four bulbous cylingers encircle the barrel, set in a cross formation with wires leading into the rear of the barrel, which is now occupied with a pair of large, foot long cylinders.
- One cylinder is filled with fresh blood, while the other with a blend of shadow lotus and crimson glory pulp. They contain enough for 50 shots each, but would take a full round action to replace, and ten minutes to refill, weighing 4 lbs when full. Filling it completely takes about one pound each of the plants and 20hp worth of blood.
- Two dials mar the surface on each side. The first is marked with three symbols, a cross, a triangle, and a circle, while the second is marked with four colors, blue, yellow, red and black. Changing settings is a swift action. Oddly enough it contains two triggers rather than one.
- Strength does not apply to the damage from this weapon.
- [b]Pulse[/b]
- [i]Set to the cross, the central orb hums faintly as the back ring feeds thin streams of colored energy into it, discharging with quick pulses as a trigger is pulled.[/i]
- [b]Damage[/b] 2d6 fire, cold, electricity or negative energy.
- [b]Range[/b] 100ft
- [b]Critical[/b] 19-20/x2
- [b]Weight[/b] 15lbs
- [b]Special[/b] Ranged touch, shares proficiency with any exotic firearm. Misc damage bonuses apply
- [b]Ammunition[/b] 1 per shot.
- [b]Extended pulse[/b]
- [i]Set to the cross and pulling both triggers, slots open in the side as both rings feed power into the orb, venting waves of dark energies[/i]
- [b]Damage[/b] 4d6 fire, cold, electricity or negative energy.
- [b]Range[/b] 150ft
- [b]Critical[/b] 19-20/x2
- [b]Weight[/b] 15lbs
- [b]Special[/b] Ranged touch, shares proficiency with any exotic firearm. Misc damage bonuses apply. Save DCs = 10 + 1/2 BAB + Dex. Only one save is made per round per target.
- Fire - Reflex save or catch on fire, taking 1d6 fire damage each round for 1 round. Additional shots stack and increase the duration by one more round.
- Cold - Reflex save or entangled for 1 round. Additional shots stack for duration.
- Electricity - Fortitude save or sickened for 1 round. Additional shots stack for duration.
- Negative Energy - Fortitude save or fatigued for 1 round.
- [b]Ammunition[/b] 3 per shot. Backlash 5 disintegration damage per shot.
- [b]Blast[/b]
- [i]Setting to the triangle and pulling a trigger, fins extend from the sides of the muzzle, forming guiding arcs as the energy in the orb vents violently. White smoke and dark lightnings alike fill the air[/i].
- [b]Damage[/b] 6d6 fire, cold, electricity or negative energy.
- [b]Area[/b] 100ft line
- [b]Reflex DC[/b] 10+(1/2 BAB)+Dex halves
- [b]Ammunition[/b] 5 per shot. Backlash 10 disintegration damage per shot.
- [b]Special[/b] Area attack, damage bonuses apply. Obscuring Mist(can't see beyond 5ft, concealment within 5ft) in 5ft radius centered on self until end of next turn.
- [b]Flare[/b]
- [i]Setting to the triangle and pulling both triggers, the two sets of rings rotate and emit converging beams at the orb, turning it white briefly before a cone of destruction releases from the front.[/i]
- [b]Damage[/b] 8d6 fire, cold, electricity or disintegration.
- [b]Area[/b] 60ft cone
- [b]Reflex DC[/b] 10+(1/2 BAB)+Dex halves
- [b]Ammunition[/b] 10 per shot. Backlash 20 disintegration damage per shot.
- [b]Special[/b] Area attack. Obscuring Mist(can't see beyond 5ft, concealment within 5ft) in 5ft radius centered on self until end of next turn.
- On a failed save, targets suffer from the following effects:
- Fire - Catch on fire, taking 4d6 fire damage each round for 1 round. Additional shots stack and increase the duration by one more round.
- Cold - Entangled for 1 round. Additional shots stack for duration.
- Electricity - Sickened for 1 round. Additional shots stack for duration.
- Disintegration - No additional effect.
- [b]Burst[/b]
- [i]Setting to the circle, the back of the gun extends along with the front to almost twice it's initial length. The front fins form rings of of negative energy from the forward hoop, while the back feeds the orb with a tricolored charge. The crystalline orb turns clear, revealing a hostile, blinking eye. Then a gout of disintegrating force surges forth to blast an all devouring hole in the landscape.[/i]
- [b]Damage[/b] 10d6 disintegration. Inflicts damage again next round(with a fresh save) in the targeted area.
- [b]Range[/b] 500ft
- [b]Area[/b] 60ft radius burst
- [b]Reflex DC[/b] 10+(1/2 BAB)+Dex halves
- [b]Ammunition[/b] 20 per shot. Backlash 40 disintegration damage per shot.
- [b]Special[/b] Area attack. Obscuring Mist(can't see beyond 5ft, concealment within 5ft) in 5ft radius centered on self until end of next turn.
- [b]Burst[/b]
- [i]Setting to the circle and pulling both triggers, the back of the gun extends along with the front to almost twice it's initial length. The front fins form rings of of negative energy from the forward hoop, while the back feeds the orb with a tricolored charge. The crystalline orb turns clear, revealing a hostile, blinking eye. Then a gout of disintegrating force surges forth to blast an enormous fanged in the landscape, chewing a hole in reality while it lasts.[/i]
- [b]Damage[/b] 10d6 disintegration. Inflicts damage again with a fresh save each time the area expands
- [b]Range[/b] 500ft
- [b]Area[/b] 60ft radius burst, increasing to 120ft in the second round and 240ft in the third before imploding.
- [b]Reflex DC[/b] 10+(1/2 BAB)+Dex halves
- [b]Ammunition[/b] 40 per shot. Backlash 80 disintegration damage per shot.
- [b]Special[/b] Area attack. Obscuring Mist(can't see beyond 5ft, concealment within 5ft) in 5ft radius centered on self until end of next turn.
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