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<blockquote data-quote="kronos182" data-source="post: 6790906" data-attributes="member: 6668634"><p>GEWS432C1 Sprayer</p><p>With the work of GE's pharmaceutical department, GE has developed an acid compound that can be used and easily transported by sappers and commandos for breaking into fortified locations. The sprayer is built similarly to flamethrowers, with a tank that contains the acid compound, with a handheld sprayer that releases the acid in either a wide short range cone for hitting multiple targets or melting through walls or vehicles, or a narrow stream for greater range. What makes this weapon safe over previous notions that acid based weapons are just as dangerous to their users is the acidic compound is stored as a neutral viscous, yellow dyed liquid. It only becomes acidic when it passes through a special membrane in the handheld sprayer under pressure with an electric charge passing through the membrane. This allows any leaks in the tank or hosing to not pose a danger to the user or anyone nearby. The compound also reverts back to a neutral liquid within 12 seconds of contact with air. This allows its use in burning holes in walls to be passed through safely without burning people.</p><p></p><p>GEWS432C1 Sprayer (Late PL5/Early PL6 No feat needed)</p><p>Damage: 3d6</p><p>Critical: -</p><p>Damage Type: Acid</p><p>Range Increment: 5 ft wide 40 ft long line, or 15 ft cone</p><p>Rate Of Fire: Semi</p><p>Magazine: 20 internal</p><p>Size: Large</p><p>Weight: 43 lbs</p><p>Purchase DC: 19</p><p>Restriction: Res (+2)</p><p>Note: The acid ignores 15 points of hardness. If using the cone to burn through walls, if it's ability to ignore hardness is greater than target's, it burns a hole 6 inches deep. If the target's hardness is greater, and still manages to deal damage past the hardness, it only burns a hole 1 inch deep. The tank is self-sealing against punctures, and has 5 hardness and 5 hit points. The tank has Def 9 + user's Dex modifier + class bonus.</p><p>Refill tanks of the acidic compound have a PDC of 10. </p><p></p><p>[HR][/HR]</p><p></p><p>GEW435B2 Pellet Shooter, aka Pee Shooter</p><p>After perfecting acid compound to be used in the GEW432C1 sprayer, GE Pharmaceutical began work on how to make it even more portable. They eventually developed a way to contain the acid compound in a small ball container, similar to a paint ball, which bursts on contact. Unfortunately it doesn't hold much acid, but does allow for semi automatic fire. Using a pneumatic system, similar to paint ball guns, compressed air canisters provide the power to fire the balls, while a power pack provides the power to 'activate' the acid compound in the balls. The weapon and ammo clips and drums are heavily insulated against electrical attacks to prevent them from accidentally being set off. Unfortunately due to the smaller amount of acid in the acid pellets, this weapon system isn't quite as useful for breaching walls, but is still quite useful for opening doors and locks. An added bonus is the system is very quiet, which makes it an excellent weapon for special forces.</p><p></p><p>GEW435B2 Pellet Shooter (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d6</p><p>Critical: 20</p><p>Damage Type: Acid</p><p>Range Increment: 30</p><p>Rate Of Fire: Semi</p><p>Magazine: 40 rd clip or 100 rd drum</p><p>Size: Large</p><p>Weight: 9 lbs empty, clip adds 2 lbs, drum adds 4 lbs.</p><p>Purchase DC: 20 Box of 20 pellets is PDC 12</p><p>Restriction: Res (+2)</p><p>Note: The acid ignores 15 points of hardness. If used against solid walls to burn through, if it's ability to ignore hardness is greater than target's, it burns a hole 1 inches deep but only about 5 inches in diameter. If the target's hardness is greater, and still manages to deal damage past the hardness, it only burns a hole half an inch deep. One pellet is powerful enough to burn away most locks and door hinges. </p><p>Targets suffer a -10 penalty to try and hear the weapon firing unless they are within 20 feet of it.</p><p></p><p>[HR][/HR]</p><p></p><p>Acid Munitions</p><p></p><p>After success of the GEW435 acid pellet shooter, GE has continued to advance their technology in acid munitions. Some critics believe that GE is creating inhumane weapons, but they argue that these munitions are meant for barricade removal, which aids in police or rescue workers in getting to people without resulting to explosives, which could end up hurting innocent people. The acid compound in these rounds will revert to a harmless neutral liquid after 12 seconds (2 rounds) after being exposed to air to prevent accidental injuries.</p><p></p><p>GEA211 12Ga Acid Shell</p><p>A special container, similar to the pellet shooter rounds is contained within a 12 gauge shotgun round to allow it to be safely used to in shotguns for use in breaching doors. The acid isn't much more powerful than that in the pellet shooter, but there is more of it to allow for a larger area to be affected.</p><p>The GEA211 deals 2d8 points of acid damage, ignores 10 points of hardness to a 5 foot radius area. If used against solid walls to burn through, if its ability to ignore hardness is greater than the target's, it burns a hole 2 inches deep in an area 5 foot in diameter. If the target's hardness is greater, and still deals damage past the hardness, it only burns a hold 1 inch deep. One round is usually powerful enough to burn away most doors or household walls.</p><p>PDC 15 for a box of 10 shells.</p><p></p><p>GEA232 40mm Grenade</p><p>Developing a 40mm sized grenade seemed like the next logical step. The grenade affects a 15 foot radius area, dealing 3d6 points of acid damage that ignores 8 points of hardness. Can burn through a 15 foot wide area up to 1 inch deep. PDC 16 for 10 grenades.</p><p></p><p>GEA236C2 Mini Grenade</p><p>A mini grenade version of the 40mm grenade is available, but with a reduced blast radius. It affects a 10 foot radius area, dealing 3d6 points of acid damage that ignores 7 points of hardness. Can burn through a 10 foot area, up to 1 inch deep. PDC 17 for 10 grenades.</p><p></p><p>GEA432C21 Rocket</p><p>This rocket version will fit in most shoulder rockets, such as the LAW or standard RPGs. The warhead is heavier than standard explosive warheads, which reduces the range of the launcher by 10 feet. The rocket deals 6d6 points of acid damage, ignore 10 points of hardness to a 30 foot radius area. It can burn a hole 30 feet wide up to an inch deep. PDC 18 for 5 rockets.</p><p></p><p>[HR][/HR]</p><p></p><p>Acid Fog Grenades</p><p></p><p>With sales of the acid based weaponry proving to be quite successful, GE decided to make an acid version of the firefog available for robots and mechs. They first made a grenade/proximity mine to test the concept. </p><p>The grenade/proximity mine is a bit bigger than a regular hand grenade, shaped like a round ended cylinder. It can be thrown then releases its payload after several seconds from impact to allow the user to move out of harms way. Alternatively, it can be used as a mine. In this way, it is placed on the ground, safety pulled and arms itself after 10 seconds to allow the user to get out of the sensor's range of 20 feet. It will wait until a target is within 10 feet before detonating. </p><p></p><p>Acid Fog Grenade/Proximity Mine (PL6)</p><p>Damage: 3d6, ignores 5 points of hardness/DR</p><p>Damage Type: Acid</p><p>Range Increment: 20 ft thrown, proximity sensor detects targets out to 20 ft but won't detonate until 10 ft</p><p>Blast Radius: 30 ft Will linger in the air for 6 rounds then dissipates harmlessly as the acid compounds breaks down. </p><p>Reflex Save DC: 20</p><p>Size: Tiny</p><p>Weight: 1.3 lb</p><p>Purchase DC: 19 Mil (+3) for a box of 5 grenades.</p><p></p><p>[HR][/HR]</p><p></p><p>Acid Rain Missile (PL 6 Heavy/Missile/Exotic Weapon Proficiency)</p><p>To expand on their acid munitions, before GE created the acid fog grenades, they tried to recreate conditions in a lab for acid rain in an attempt to find ways to repair the environmental damage that creates acid rain. Although somewhat successful, and GE's weapons division weaponized the idea for the acid fog grenades. Further expansion of the technology has allowed the creation of the acid rain missile. The missile is usually vehicle mounted, similar to TOWs, launched from the ground, programmed to detonate over a target area. Upon detonation, the missile releases its chemical payload, seeding clouds, turning the moisture in the clouds into an acidic compound, which rains over the area for several minutes before the chemicals break down and become harmless. </p><p>The acidic rain damages all organic material, from flesh, plants, animals, fabrics except for synthetic cloths and rubber, making it hazardous especially in woodlands or other areas where artificial structures can't be found. The rain deals 2d4 points of damage every round for 1d4 minutes. A person wearing armour or clothing made from synthetic materials can make a Reflex save (DC 17) to reduce damage by half (abilities such as evasion do not work to completely evade damage unless the character can find sufficient cover), or must seek cover. The rain covers a 200 foot radius area, and can move if winds are stronger than 20 mph.</p><p>Everything in the area takes acid damage, except metals, synthetic materials like kevlar, nylon, etc. Vehicles are vulnerable as their tires will take damage unless they are somehow specially treated or covered before the acid rain starts. Vehicles with environmental seals must have them replaced afterwards as the acid rain eats away at the seals, (Repair DC 17 with a PDC ranging from 7 to 15 depending on size of vehicle and type of environmental sealing used) requirng them to be replaced. </p><p>The missile can be launched from missile launchers similar to TOWs mounted on Hummers and similar vehicles. When launched, must target an area above the desired area to be rained on, (Defense 16) after making a Knowledge: Tactics DC 19 check. Having at least 4 ranks in Knowledge: Earth and Sciences grants a +2 bonus to the Knowledge: Tactics check.</p><p>Missiles are Huge, weigh 165 lbs each, not including launcher, PDC 25 Illegal (+4) per missile.</p><p></p><p>[HR][/HR]</p><p></p><p>GEWS501A1 Acid Geyser Mines</p><p>The acid geyser mines are used in a similar manner as the old claymore mines, for anti-infantry, and even light anti-vehicle purposes, defending locations. The mine, when triggered releases a burst of acid 15 feet in the air, and with a 20 foot radius. Unlike GE's other acid weaponry, the acid in the geyser mines doesn't break down immediately, continuing to deal damage for several seconds, dealing damage for 1d4+1 rounds before it breaks down and becomes safe, dealing 4d6 points of acid damage, each round, Reflex save DC 17 for half. Requires 5 ranks in Demolition skill to use safely (DC 15 to set the weapon up, but a character can take 10 on this check if not under fire).</p><p>[TABLE="width: 1"] [TR] [TD] <span style="font-family: 'Calibri'">Weapon</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Damage</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Critical</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Type</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Radius</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Range</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Size</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Weight</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">PDC</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Restriction</span></p><p> [/TD] [/TR] [TR] [TD] <span style="font-family: 'Calibri'">Acid Geyser Mine</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">4d6</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Acid</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">20 ft</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">-</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Small</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">4 lbs.</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">21</span></p><p> [/TD] [TD] <span style="font-family: 'Calibri'">Mil (+3)</span></p><p> [/TD] [/TR][/TABLE]</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790906, member: 6668634"] GEWS432C1 Sprayer With the work of GE's pharmaceutical department, GE has developed an acid compound that can be used and easily transported by sappers and commandos for breaking into fortified locations. The sprayer is built similarly to flamethrowers, with a tank that contains the acid compound, with a handheld sprayer that releases the acid in either a wide short range cone for hitting multiple targets or melting through walls or vehicles, or a narrow stream for greater range. What makes this weapon safe over previous notions that acid based weapons are just as dangerous to their users is the acidic compound is stored as a neutral viscous, yellow dyed liquid. It only becomes acidic when it passes through a special membrane in the handheld sprayer under pressure with an electric charge passing through the membrane. This allows any leaks in the tank or hosing to not pose a danger to the user or anyone nearby. The compound also reverts back to a neutral liquid within 12 seconds of contact with air. This allows its use in burning holes in walls to be passed through safely without burning people. GEWS432C1 Sprayer (Late PL5/Early PL6 No feat needed) Damage: 3d6 Critical: - Damage Type: Acid Range Increment: 5 ft wide 40 ft long line, or 15 ft cone Rate Of Fire: Semi Magazine: 20 internal Size: Large Weight: 43 lbs Purchase DC: 19 Restriction: Res (+2) Note: The acid ignores 15 points of hardness. If using the cone to burn through walls, if it's ability to ignore hardness is greater than target's, it burns a hole 6 inches deep. If the target's hardness is greater, and still manages to deal damage past the hardness, it only burns a hole 1 inch deep. The tank is self-sealing against punctures, and has 5 hardness and 5 hit points. The tank has Def 9 + user's Dex modifier + class bonus. Refill tanks of the acidic compound have a PDC of 10. [HR][/HR] GEW435B2 Pellet Shooter, aka Pee Shooter After perfecting acid compound to be used in the GEW432C1 sprayer, GE Pharmaceutical began work on how to make it even more portable. They eventually developed a way to contain the acid compound in a small ball container, similar to a paint ball, which bursts on contact. Unfortunately it doesn't hold much acid, but does allow for semi automatic fire. Using a pneumatic system, similar to paint ball guns, compressed air canisters provide the power to fire the balls, while a power pack provides the power to 'activate' the acid compound in the balls. The weapon and ammo clips and drums are heavily insulated against electrical attacks to prevent them from accidentally being set off. Unfortunately due to the smaller amount of acid in the acid pellets, this weapon system isn't quite as useful for breaching walls, but is still quite useful for opening doors and locks. An added bonus is the system is very quiet, which makes it an excellent weapon for special forces. GEW435B2 Pellet Shooter (PL6 Personal Firearms Proficiency) Damage: 2d6 Critical: 20 Damage Type: Acid Range Increment: 30 Rate Of Fire: Semi Magazine: 40 rd clip or 100 rd drum Size: Large Weight: 9 lbs empty, clip adds 2 lbs, drum adds 4 lbs. Purchase DC: 20 Box of 20 pellets is PDC 12 Restriction: Res (+2) Note: The acid ignores 15 points of hardness. If used against solid walls to burn through, if it's ability to ignore hardness is greater than target's, it burns a hole 1 inches deep but only about 5 inches in diameter. If the target's hardness is greater, and still manages to deal damage past the hardness, it only burns a hole half an inch deep. One pellet is powerful enough to burn away most locks and door hinges. Targets suffer a -10 penalty to try and hear the weapon firing unless they are within 20 feet of it. [HR][/HR] Acid Munitions After success of the GEW435 acid pellet shooter, GE has continued to advance their technology in acid munitions. Some critics believe that GE is creating inhumane weapons, but they argue that these munitions are meant for barricade removal, which aids in police or rescue workers in getting to people without resulting to explosives, which could end up hurting innocent people. The acid compound in these rounds will revert to a harmless neutral liquid after 12 seconds (2 rounds) after being exposed to air to prevent accidental injuries. GEA211 12Ga Acid Shell A special container, similar to the pellet shooter rounds is contained within a 12 gauge shotgun round to allow it to be safely used to in shotguns for use in breaching doors. The acid isn't much more powerful than that in the pellet shooter, but there is more of it to allow for a larger area to be affected. The GEA211 deals 2d8 points of acid damage, ignores 10 points of hardness to a 5 foot radius area. If used against solid walls to burn through, if its ability to ignore hardness is greater than the target's, it burns a hole 2 inches deep in an area 5 foot in diameter. If the target's hardness is greater, and still deals damage past the hardness, it only burns a hold 1 inch deep. One round is usually powerful enough to burn away most doors or household walls. PDC 15 for a box of 10 shells. GEA232 40mm Grenade Developing a 40mm sized grenade seemed like the next logical step. The grenade affects a 15 foot radius area, dealing 3d6 points of acid damage that ignores 8 points of hardness. Can burn through a 15 foot wide area up to 1 inch deep. PDC 16 for 10 grenades. GEA236C2 Mini Grenade A mini grenade version of the 40mm grenade is available, but with a reduced blast radius. It affects a 10 foot radius area, dealing 3d6 points of acid damage that ignores 7 points of hardness. Can burn through a 10 foot area, up to 1 inch deep. PDC 17 for 10 grenades. GEA432C21 Rocket This rocket version will fit in most shoulder rockets, such as the LAW or standard RPGs. The warhead is heavier than standard explosive warheads, which reduces the range of the launcher by 10 feet. The rocket deals 6d6 points of acid damage, ignore 10 points of hardness to a 30 foot radius area. It can burn a hole 30 feet wide up to an inch deep. PDC 18 for 5 rockets. [HR][/HR] Acid Fog Grenades With sales of the acid based weaponry proving to be quite successful, GE decided to make an acid version of the firefog available for robots and mechs. They first made a grenade/proximity mine to test the concept. The grenade/proximity mine is a bit bigger than a regular hand grenade, shaped like a round ended cylinder. It can be thrown then releases its payload after several seconds from impact to allow the user to move out of harms way. Alternatively, it can be used as a mine. In this way, it is placed on the ground, safety pulled and arms itself after 10 seconds to allow the user to get out of the sensor's range of 20 feet. It will wait until a target is within 10 feet before detonating. Acid Fog Grenade/Proximity Mine (PL6) Damage: 3d6, ignores 5 points of hardness/DR Damage Type: Acid Range Increment: 20 ft thrown, proximity sensor detects targets out to 20 ft but won't detonate until 10 ft Blast Radius: 30 ft Will linger in the air for 6 rounds then dissipates harmlessly as the acid compounds breaks down. Reflex Save DC: 20 Size: Tiny Weight: 1.3 lb Purchase DC: 19 Mil (+3) for a box of 5 grenades. [HR][/HR] Acid Rain Missile (PL 6 Heavy/Missile/Exotic Weapon Proficiency) To expand on their acid munitions, before GE created the acid fog grenades, they tried to recreate conditions in a lab for acid rain in an attempt to find ways to repair the environmental damage that creates acid rain. Although somewhat successful, and GE's weapons division weaponized the idea for the acid fog grenades. Further expansion of the technology has allowed the creation of the acid rain missile. The missile is usually vehicle mounted, similar to TOWs, launched from the ground, programmed to detonate over a target area. Upon detonation, the missile releases its chemical payload, seeding clouds, turning the moisture in the clouds into an acidic compound, which rains over the area for several minutes before the chemicals break down and become harmless. The acidic rain damages all organic material, from flesh, plants, animals, fabrics except for synthetic cloths and rubber, making it hazardous especially in woodlands or other areas where artificial structures can't be found. The rain deals 2d4 points of damage every round for 1d4 minutes. A person wearing armour or clothing made from synthetic materials can make a Reflex save (DC 17) to reduce damage by half (abilities such as evasion do not work to completely evade damage unless the character can find sufficient cover), or must seek cover. The rain covers a 200 foot radius area, and can move if winds are stronger than 20 mph. Everything in the area takes acid damage, except metals, synthetic materials like kevlar, nylon, etc. Vehicles are vulnerable as their tires will take damage unless they are somehow specially treated or covered before the acid rain starts. Vehicles with environmental seals must have them replaced afterwards as the acid rain eats away at the seals, (Repair DC 17 with a PDC ranging from 7 to 15 depending on size of vehicle and type of environmental sealing used) requirng them to be replaced. The missile can be launched from missile launchers similar to TOWs mounted on Hummers and similar vehicles. When launched, must target an area above the desired area to be rained on, (Defense 16) after making a Knowledge: Tactics DC 19 check. Having at least 4 ranks in Knowledge: Earth and Sciences grants a +2 bonus to the Knowledge: Tactics check. Missiles are Huge, weigh 165 lbs each, not including launcher, PDC 25 Illegal (+4) per missile. [HR][/HR] GEWS501A1 Acid Geyser Mines The acid geyser mines are used in a similar manner as the old claymore mines, for anti-infantry, and even light anti-vehicle purposes, defending locations. The mine, when triggered releases a burst of acid 15 feet in the air, and with a 20 foot radius. Unlike GE's other acid weaponry, the acid in the geyser mines doesn't break down immediately, continuing to deal damage for several seconds, dealing damage for 1d4+1 rounds before it breaks down and becomes safe, dealing 4d6 points of acid damage, each round, Reflex save DC 17 for half. Requires 5 ranks in Demolition skill to use safely (DC 15 to set the weapon up, but a character can take 10 on this check if not under fire). [TABLE="width: 1"] [TR] [TD] [FONT=Calibri]Weapon[/FONT] [/TD] [TD] [FONT=Calibri]Damage[/FONT] [/TD] [TD] [FONT=Calibri]Critical[/FONT] [/TD] [TD] [FONT=Calibri]Type[/FONT] [/TD] [TD] [FONT=Calibri]Radius[/FONT] [/TD] [TD] [FONT=Calibri]Range[/FONT] [/TD] [TD] [FONT=Calibri]Size[/FONT] [/TD] [TD] [FONT=Calibri]Weight[/FONT] [/TD] [TD] [FONT=Calibri]PDC[/FONT] [/TD] [TD] [FONT=Calibri]Restriction[/FONT] [/TD] [/TR] [TR] [TD] [FONT=Calibri]Acid Geyser Mine[/FONT] [/TD] [TD] [FONT=Calibri]4d6[/FONT] [/TD] [TD] [FONT=Calibri]-[/FONT] [/TD] [TD] [FONT=Calibri]Acid[/FONT] [/TD] [TD] [FONT=Calibri]20 ft[/FONT] [/TD] [TD] [FONT=Calibri]-[/FONT] [/TD] [TD] [FONT=Calibri]Small[/FONT] [/TD] [TD] [FONT=Calibri]4 lbs.[/FONT] [/TD] [TD] [FONT=Calibri]21[/FONT] [/TD] [TD] [FONT=Calibri]Mil (+3)[/FONT] [/TD] [/TR][/TABLE] [/QUOTE]
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