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Player > Weapon > Range > Dragon rifle, drake
Level: 9
Price: 13400
Damage: 3d6 F
Range: 60 ft.
Critical: Burn 2d4
Capacity: 20 petrol
Usage: 1
Bulk: 1
Special: Automatic
A larger and more powerful version of a dragon pistol, a dragon rifle also commonly bears draconic motifs or iconography in its aesthetic design. The globules of petrol from a dragon rifle are slightly larger than those from a pistol, and the weapon can be set to launch a series of shots in quick succession. Wyrmling, drake, and wyvern dragon rifles are available, along with the powerful and rare true dragon rifle.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Dragon rifle, wyrmling | Longarms | 5 | 3020 | 1d8 F | 60 ft. | Burn 1d4 | 20 petrol | 1 | 1 | Automatic | ARM p.37 |
Dragon rifle, drake | Longarms | 9 | 13400 | 3d6 F | 60 ft. | Burn 2d4 | 20 petrol | 1 | 1 | Automatic | ARM p.37 |
Dragon rifle, wyvern | Longarms | 14 | 72200 | 6d6 F | 80 ft. | Burn 3d4 | 20 petrol | 1 | 1 | Automatic | ARM p.37 |
Dragon rifle, true | Longarms | 19 | 559000 | 11d6 F | 100 ft. | Burn 4d4 | 20 petrol | 1 | 1 | Automatic | ARM p.37 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. This uses all the weapon's remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don't have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.
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