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Player > Weapon > Range > Dragon pistol, wyvern
Level: 15
Price: 95000
Damage: 4d6 F
Range: 30 ft.
Critical: Burn 3d6
Capacity: 20 petrol
Usage: 1
Bulk: L
Special: —
A dragon pistol features a wide muzzle that is often shaped like a dragon's maw. The weapon discharges discrete orbs of flaming petrol that can cling to targets. A wyrmling dragon pistol casts small petrol globules, while drake and wyvern dragon pistols have increased outputs. The true dragon pistol is as devastating as it is rare.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Dragon pistol, wyrmling | Small Arms | 5 | 2650 | 1d6 F | 30 ft. | Burn 1d6 | 20 petrol | 1 | L | — | ARM p.37 |
Dragon pistol, drake | Small Arms | 10 | 17000 | 3d4 F | 30 ft. | Burn 2d4 | 20 petrol | 1 | L | — | ARM p.37 |
Dragon pistol, wyvern | Small Arms | 15 | 95000 | 4d6 F | 30 ft. | Burn 3d6 | 20 petrol | 1 | L | — | ARM p.37 |
Dragon pistol, true | Small Arms | 19 | 489000 | 5d8 F | 40 ft. | Burn 5d6 | 20 petrol | 1 | L | — | 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.
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