Description: In the ever-constant search to find what else they can fire from a gun, tinkers have created the acid gun. The acid is contained in specially treated wax pellets that serve as bullets. When fired, the heat from the gunpowder melts the wax and expels the acid in a wide spray.
After people began getting acid burns after firing the weapon, tinkers decided that such a ridiculously dangerous weapon should be made safer by being sold with safety gloves. So with every acid gun, the buyer receives free a pair of thick gloves, and must sign an affidavit saying he does not blame the creator if he fires the gun and gets acid on his hands.
Operation: The acid gun sprays acid in a 10-foot-long cone. Each creature caught in the acid takes 3d6 points of acid damage (DC 15 Reflex half). It requires no attack roll to use and thus no proficiency; however, firing an acid gun requires a DC 17 Use Technological Device check.
It takes one round to load the acid gun with enough care to avoid burns.
Ammunition: Wax-encased acid pellets sell for 100 gp for 10 pellets.
HR 1; 3 hp; Size Diminutive (weapon category: special, two-handed); Weight 2 lb.; MR 3; TS 3; Craft DC 23; Price 255 gp.
Description: Dragon guns are tinker-created weapons inspired by the deadly breath weapons of dragons. Alchemist's fire is projected by steam pressure from the tip of a blunderbuss-like rifle to cast sheets of flame across a battlefield. Through dragon guns are terrifying and destructive weapons, the backpack tanks that store the liquid ammunition are notoriously fragile.
Operation: The weapon has a 20-foot range increment and deals 2d6 points of fire damage on a successful hit. On
the round following a hit, the target takes an additional 1d6 points of fire damage as the sticky alchemist's fire continues to burn. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. A successful DC 15 Reflex save is needed to extinguish the flames. Dropping prone and rolling on the ground gives the target a +2 bonus on this saving throw. Leaping into a body of water or magically extinguishing the flames automatically causes the fire to die.
Reloading the tanks takes 1 minute. A dragon gun deals double damage on a critical hit.
Ammunition: A fully-loaded dragon gun carries 15 charges of alchemist's fire. Each charge allows one shot.
HR 3; 5 hp; Size Tiny (weapon category: exotic (firearm), ranged, two-handed); Weight 20 lb.; MR 5; TS 6; Craft DC 24; Price 505 gp.
Was this article helpful?