Vishnu's Equipment and Combat Notes

General Combat Information

Double / Triple / Quadruple Tap

They can make 4 attacks as their attack action.

Veteran

Use Wisdom for all attack and damage rolls with ranged attacks, unarmed attacks, attacks with melee weapons without the heavy property and when setting save DCs.

Fatal Volley

Those focused in the field of necromancy love instilling their bleak ideology in their weapons. Firearms were an evident evolution from soul-stealing swords. The Fatal Volley was one of the first attempts to tap the forces of death. This weapon fires pulses of necrotic energy that draw the life from victims to resupply its own ammunition. Oh, and it can also raise the dead.
  • To Hit. +2 Wis, +1 Ladder 1d20+3
  • Damage. 1d6 necrotic, +1 from ladder, +2 Fire, +2 Wis  1d6+5
  • Range. 100/300
  • Properties. Reload (12-special)
  • Type. One-handed small arm.

Extract

Each time you hit with this weapon, as a free action, you can recover 1 hit point, or the weapon can recover 2 shots. As a bonus action, you can suffer damage to reload the weapon at a ratio of 1:1.

Rise

If you kill a living (non-construct) target with this weapon, at the beginning of your next turn, the creature rises as a zombie and serves whoever wields this weapon (unless the weapon has been dropped, in which case, it will attack anything living it encounters). After 48 hours, the zombie falls apart.

Necrotic Energy (6th level)

This weapon gains the Armor Piercing property. This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine. If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity. 

Spider Silk Suit

  • Hardness 2
  • Strong Lightning, slashing
Armor no longer adds a bonus to AC; instead, it offers a damage resistance known as Hardness. A hardness value is a number that is removed from the damage value of every attack that hits. Unless otherwise stated, this value is fixed; however, certain types of armor can be “immune,” “strong,” “weak,” or “useless” against certain types of attacks (with the listed value being “normal”). A weapon with Armor Piercing reduces the armor’s effectiveness: Immune to Strong to Normal to Weak to Useless.
  • Normal. Normal is the listed Hardness rating against any hits.
  • Strong. The armor’s hardness rating is doubled against hits from listed damage types under strong.
  • Weak. The armor’s hardness rating is halved against hits from listed damage types under strong.
  • Useless. The Hardness values does not resist any incoming damage to this type of attack.
  • Immune. Attacks of this type cannot harm someone wearing this armor.
Note: All armor, unless stated otherwise, is useless against the following damage types—necrotic, poison, and psychic.

Dark Brew (Supreme)

Coincidentally, this concoction tastes and carries the effect of dry stout but with an “alcohol by volume” measurement of 8%. It also allows a creature to recover lost dark from his or her vessel. This can only resupply internal vessels and not external linked vessels. More expensive varieties are usually sold through specialty vendors, but the base stock has been seen under fifty different brands.
  • Resupply. When ingested, a dark brew recovers your vessel by 8d4+7
  • Side Effects. After ingestion, make a DC 10 Constitution saving throw to prevent gaining 1 level of Exhaustion. Each additional ingestion increases this DC by 5. If you reach level 5, you fall unconscious. After you finished a long rest, the DC resets to 10.

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