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Magic Guns

I have introduced firearms to my campaign. They are advanced enough that they don't need to be muzzle loaded, instead they take small paper 'charges' containing powder and bullet, so reloading takes a move-equivalent action, like a crossbow. I have stated that they can be enchanted as crossbows, but I am also trying to think of any gun-specific enhancements, such as :

Extra-dimensional cartridge.
Instead of the usual loading port that a charge would be placed in in preperation for firing, the gun contains a tiny extrdimensional space that can hold up to 10 charges.
Each time the gun is fired, another charge is automatically loaded. Loading still takes time, so the gun can still only be fired once per round, but the user is free to take other actions while the gun reloads itself.
Also, charges held within the extradimensional space cannot be ruined by exposure to water or lost or accidentally fired or whatever.
bonus equivalent : +1.

Any other ideas?
 

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Sniper's Blessing:

Allows the user to use his sneak attack dice out to the second range increment. If the shooter doesn't have SA dice he gains 1d6 if the target is within 30'.

This is a +3 enhancement and requires the enchanter to have Hunters Mercy (MoF) and SA dice.
 



Oops. It occurs to me that I probably can't do so :)
The rules I am using are basically the rules from the spelljammer issue in Dungeon, with a critical miss table from a D20 special magazine that came out a while ago (the article is called Guns of Freeport or something).
 


Force
==========
The firearm is imbued with the ability to fire bullets of pure force. The firearm no longer needs to be loaded. As the weapons are force effects, they can hit creatures who are ethereal and incorporeal (I think.... might wanna check that one). It takes one round after firing for the wepon to regenerate it's force charge (hence it can only be fired once per round).

This enchantment can only be placed on firearms that use bullets (hence no shotgun type thingies... though I guess it would work... *shrug*)

Modifier +3
 

To tell you the truth I believe that they should be aloud to fire more than once a round. Also I have come up with my own enchantment.

Energy blast: The weapon no longer does normal damage nor does it need to be reloaded. Wen you bestow this enchantment pick one of the elements, fire, ice, electricity, acid, or sonic; the weapon now does the chosen element in damage. +3
 

Dimensional Acceleration

The barrel of the gun contains a miniscule gateway, through which the projectile passes. On the other side of the gateway, the projectile is sped up to incredible speeds before passing through another gateway which exits from the muzzle. This increases the critical multiplier of the weapon by +1. Hence, a gun with a x2 critical multiplier would now have a x3 multiplier.

Caster required to have Dimension Door, or Teleport. +2

Scatter Fire

When fired, the projectiles of this gun scatter outward into a large area, possibly harming multiple targets. Everyone within a 30' cone must make a Reflex save against a DC equal to the attackers attack roll, or take damage as if they had been hit with the gun. Critical hits and sneak attacks are impossible with Scatter Fire.

Caster required to have Fabricate? +5 (maybe +6)

Fill 'em fulla Lead

The projectiles of this gun are magically altered to disolve away quickly once penetrating into a target. Composed of a mixture of metals, the solution enters the bloodstream of the target and poisons it. The target must make a Fortitude save against DC 15 or take 1d6 Con. 1 minute later, the target must to the same.

Caster required to have Poison. +3 (maybe +4?)
 

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