w Needlestorm

Needlestorm


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Weapons

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Ultimate
Equipment Guide II

Author
Greg Lynch, J. C. Alvarez

Publisher Mongoose
Publishing


Publish date 2005

ISBN 1-904854-97-4

OGL Section 15 ueg2

Content Puller Mark Gedak

Netbook
can be found on the following website

The
Grand OGL Wiki

The material
below is designated as Open Game Content

A variation on the repeating
blowgun, a needlestorm is a larger blowgun capable of firing dozens of darts
simultaneously without risk for the user. It looks like a metallic and wooden
tube, tapering to a narrow mouthpiece and handle on one end and seven (not just
one) dart holes on the other. The tube rotates at a great speed as the wielder
blows on the mouthpiece and grabs the handle, allowing an large number of darts
to be fired on a single round. Needlestorms use common blowgun darts; they can
hold up to 100 blowgun darts at any one time.

Needlestorms were invented
in the Far East, where they are weapons of choice for elite and epic assassins.

In competent hands, a needlestorm
fires so many darts on a single round it does not need an attack roll. Rather,
the target of a needlestorm attack must succeed on a Reflex save (DC 25) or
be hit by 2d4 darts. These are common blowgun darts, dealing negligible damage
(one point each) but usually coated with deadly poison. A creature that is denied
its Dexterity bonus to Armour Class
for any reason is not allowed a Reflex save against a needlestorm attack. A
creature with evasion, or an armour bonus equal to +3 or greater, is only hit
by 1d4–1 darts on a failed save. A creature hit by the poisoned darts of
a needlestorm must succeed at a single Fortitude save to resist it, with a bonus
to the DC equal to the number of darts he was hit with.

If the wielder of a needlestorm
does not have proficiency with the weapon, he may still fire as many darts as
allowed by his number of attacks per round, making a separate ranged attack
roll for each dart.

If a nonproficient character
rolls a natural 1 while attacking with a needlestorm, he immediately swallows
one of the darts and must succeed at a Fortitude save against the poison, as
appropriate.

Needlestorm: Two-handed
Simple Weapon; 300 gp; Dmg 1 (S or M) (per needle); Critical x2; Range 10 ft.;
2 lb.; Piercing




Ranged
Weapons (Simple)
Weapon Cost Dmg
(S)
Dmg
(M)
Critical Range
Increment
Weight Type Special
Needlestorm 300 gp 1 1 x2 10 ft 2 lb. Piercing —

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