Gunlance (3.5e Equipment)

Gunlance
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Piercing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1d21 lb.1
Diminutive*1d32 lb.1
Tiny*1d44 lb.2
Small15 gp1d68 lb.5
Medium15 gp1d815 lb.10
Large30 gp2d630 lb.20
Huge*3d655 lb.40
Gargantuan*4d6100 lb.80
Colossal*6d6140 lb.160
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

Description

Matches the strength of a Lance with a Shelling ability that comes close to the firepower of a Heavy Crossbow. The Gunlance features a powerful function based on flame-breath attacks called Dragon's Fire; however, this special function requires a long recharge time.

The Shelling ability is a powerful discharge of mundane magical crystals that causes 1d10 fire damage and is a standard action that targets an enemy you threat that allows a Reflex Save of (DC 10 + the attacker's Dex modifier + The weapons Enhancement bonus) for half damage. A Gunlance can use Shelling a total of four times before they must cool down. The Gunlance can be folded in half to allow the shells to discharge heat and effectively 'reloads' the Gunlance, but you do not need to replace the crystals. This action is a standard action that provokes an attack of opportunity. This damage is for a medium Gunlance, for different sizes adjust accordingly.

Dragon's Fire is a Gunlance's ace in the hole. A Gunlance must charged as a full round action which provokes an attack of opportunity if you are hit you may reattempt to charge next round. The next round you must release the stored energy in a concussive blast in a square you threaten, dealing 4d8 damage as a Standard Action. A Reflex Save of (DC 10 + the attacker's Dex modifier + The weapons Enhancement bonus) for half damage. Dragon's Fire can be reused after 1d4+1 rounds. This damage is fire as default, but can change to suit any appropriate enhancements on the Gunlance.

A Gunlance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

While mounted, you can wield a Gunlance with one hand.

Enhancements

Gunlance Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel50 gp350 gp1010
Adamantine3,050 gp2013Bypass hardness less than 20
Deep Crystal1,050 gp1010Psionic
Mundane Crystal350 gp88No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold100 gp400 gp1010Magical enchantments cost an additional 2,000 gp.
Mithral4,050 gp15101/2 weight
Silver, Alchemical230 gp530 gp831 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+2,000 gp+2+10
+2+8,000 gp+4+20
+3+18,000 gp+6+30
+4+32,000 gp+8+40
+5+50,000 gp+10+50
+6+72,000 gp3+12+60
+7+98,000 gp3+14+70
+8+128,000 gp3+16+80
+9+162,000 gp3+18+90
+10+200,000 gp3+20+100
+11 or more+ bonus squared
× 20,000 gp
+ enhancement bonus × 2+ enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also


Back to Main Page 3.5e Homebrew Equipment Weapons

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