Chaositech - 3.5e

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Chaositech

Steaming Axe: Pulsing tubes run up the shaft of this battleaxe, connecting the blade and head with a cylinder attached at the other end of the weapon. The cylinder generates heat, which is channeled up into the blade, making it steam whenever there is at least an average amount of water vapor in the air. The axe inflicts an additional 1d6 points of fire/heat damage per strike. The chaos devices required to make this weapon work would unbalance a sword, but a heavy bladed weapon like an axe can support them. Using the steaming axe is just like using a normal battleaxe. Use activation; Craft DC 26; Price 3,000 gp Vibrating Blade: This sword (long or short) is thin and serrated. When the wielder activates a switch on the pommel, the blade begins to vibrate at high speed, inflicting an additional 1d6 points of slashing damage when used to make attacks. Thus, a vibrating longsword inflicts 1d8+1d6 points of damage, and a vibrating short sword deals 2d6 points of damage. The blade is hard to wield as it vibrates, though, making it an exotic weapon. Switch activation; Craft DC 27; Price 3,000 gp

Ranged Weapons Not all chaositech ranged weapons fling projectiles like arrows, stones, or bolts. Some fling energy or special rays that can have a devastating effect on foes. Chaositech ranged weapons are frequently very noisy and produce showy visual effects as they function. Remember that chaositech is not magic. Creatures immune or resistant to nonmagical attacks, such as incorporeal beings or those with damage reduction, react to these weapons just like standard nonmagical weapons. On the other hand, creatures immune to magic, within an antimagic field, and so on, enjoy no special resistance to chaositech. All chaositech weapons suffer chaotic failure on an attack roll of 1. Cohesion Blaster: This device looks a little like a rod with a wide bowl-shaped tip. When activated, a globe of dark grey energy appears in the bowl, and the wielder can fling it up to 100 feet as a ranged touch attack. A creature struck by the globe must make a Fortitude saving throw (DC 19) or its body loses all cohesion—it literally comes apart, usually in a gory and messy way (as if the creature melted). Much of its liquefied form quickly evaporates. Even creatures that make a successful saving throw suffer 6d6 points of damage as a small portion of their body loses cohesion. Inanimate objects are affected as well, up to a 10-foot cube of material per attack. Switch activation; Craft DC 35; Price 99,000 gp; Weight 2 lbs.


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