Need to do the guns for the Meowcenaries:
Craft Gun
Y'all can make Guns now.
Prerequisites: Craft Wand
Benefits: A Gun is basically a Wand, with a few important differences. The first is that it only has 6 charges. The second is that it can be used by anyone whether they can cast spells or not (activating it is a Swift Action, Manipulation). Guns may also be recharged by any spellcaster who has the spell on their spell list by them 'losing' a spell of the same level as a Swift Action, or by using a Charger.
GP Cost: Half Base Price
XP Cost: Base Price divided by 25
Base Price: 187.5 x Level of Spell x Level of Caster
Crafting Time: 1 day per 1000 GP
Beezooka
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.
You hold a giant wooden tube that shoots beehives at opponents. Needless to say, everyone wants you on their side.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, BEES!
Cost to Create: 1407 GP, 3 days, 115 XP
BEES!
Conjuration (Summoning)
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25' plus 5'/2 Levels)
Effect: 1 Swarm of Big Bees
Duration: 1 round/Level
Saving Throw: None
Spell Resistance: No
This is pretty much identical to Summon Swarm except that you do have mental control over what the Swarm does.
Big Bee Swarm
Tiny Vermin (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 30 ft (Good)
Armor Class: 16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +4/-
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
Skills: Spot +5, Survival +1
Feats: -
Environment: Temperate or Warm Plains
Organization: Solitary or Swarm (3-6)
Challenge Rating: 4
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Neutral
Advancement: ---
Level Adjustment: ---
"...avenge me..."
Big Bee swarms are quite obviously a hazard in some areas. It helps if you don't try making your campfire underneath their nest.
Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution.
Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.
Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.
Caltrop Gun
Price (Item Level): 5250 GP
Body Slot: - (Held)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.
You spray opponents with a cloud of caltrops for 7d8 damage, which then litter the ground causing additional trouble.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Cloud of Caltrops
Cost to Create: 2625 GP, 5 days, 210 XP
Cloud of Caltrops
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 15'
Area: 15' Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No
This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage). After this spell is cast the ground underneath the Are of Effect is covered in caltrops. Material component is a caltrop.
Charger
Price (Item Level): 1500 GP (Level 1), 3000 GP (Level 2), 4500 GP (Level 3), 6000 GP (Level 4), 8438 GP (Level 5), 12375 GP (Level 6), 17063 GP (Level 7), 22500 GP (Level 8), 28688 GP (Level 9)
Body Slot: - (Held)
Caster Level: 8 if the spell is Level 1-4, 9 if the spell is Level 5, 11 if the spell is Level 6, 13 if the spell is Level 7, 15 if the spell is Level 8, and 17 if the spell is Level 9
Aura: Varies depending on level of spell it recharges (see Detect Magic in PHB); (DC:15 plus Level of the Spell it recharges) Universal
Activation: Swift (Manipulation)
Weight: -
As a Swift Action when attached to a Gun this item recharges it. The Charger may be used once per day, and can recharge any Gun whose spell Level is similar or lower. For example a Charger made to recharge 4th Level Spells can recharge any Gun that produces the effects of a 0-4th Level spell.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Repeat Spell
Cost to Create: Level 1 Spell: 750 GP, 2 days, 60 XP
Level 2 Spell: 1500 GP, 3 days, 120 XP
Level 3 Spell: 2250 GP, 5 days, 180 XP
Level 4 Spell: 3000 GP, 6 days, 240 XP
Level 5 Spell: 4219 GP, 8 days, 338 XP
Level 6 Spell: 6188 GP, 12 days, 495 XP
Level 7 Spell: 8532 GP, 17 days, 683 XP
Level 8 Spell: 11250 GP,23 days, 900 XP
Level 9 Spell: 14344 GP, 29 days, 1148 XP
Fart Gun
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.
Instead of the usual area, the Stinking Cloud produced by this gun is a 15' Cone instead of the usual cloud.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Stinking Cloud, Widen Spell
Cost to Create: 1407 GP, 3 days, 115 XP
Fireball Gun
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Evocation
Activation: Swift (Manipulation)
Weight: 6 lbs.
This heavy pistol shoots fireballs doing 6d6 damage.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Fireball
Cost to Create: 1407 GP, 3 days, 115 XP
Freeze Ray
Price (Item Level): 22500 GP
Body Slot: - (Held)
Caster Level: 15th
Aura: Strong; (DC:23) Evocation
Activation: Swift (Manipulation)
Weight: 8 lbs.
This rifle shoots beams of freezing cold doing 15d6 damage.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Polar Ray
Cost to Create: 11250 GP, 23 days, 900 XP
Gunsight
Price (Item Level): 375 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Divination
Activation: -
Weight: -
When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Guided Shot
Cost to Create: 188 GP, 1 day, 15 XP
Hand-Cranked Runcible Gun
Price (Item Level): 5250 GP
Body Slot: - (Held)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (Manipulation)
Weight: 6 lbs.
This gun shoots dozens of sporks per second doing 7d8 damage.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Death By Spork
Cost to Create: 2625 GP, 5 days, 210 XP
Death by Spork
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30'
Area: 30' Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
All opponents in a 30' Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage. Material component is a spork.
Lightning Cannon
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Evocation
Activation: Swift (Manipulation)
Weight: 12 lbs.
This rifle shoots lightning bolts doing 6d6 damage.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Lightning Bolt
Cost to Create: 1407 GP, 3 days, 115 XP
Mage Killer
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Enchantment
Activation: Swift (Manipulation)
Weight: 2 lbs.
This small gun shoots a ray that drains intelligence. Most useful against Mages if they fail the Save, but also good for taking out morons.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ray of Stupidity
Cost to Create: 563 GP, 1 day, 45 XP
Mage Killer II
Price (Item Level): 17063 GP
Body Slot: - (Held)
Caster Level: 13th
Aura: Strong; (DC:22) Abjuration
Activation: Swift (Manipulation)
Weight: 8 lbs.
This rifle projects an Antimagic Ray. Perfect for royally screwing over anyone's day.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Antimagic Ray
Cost to Create: 8532 GP, 17 days, 683 XP
Mercenary Killer
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Transmutation
Activation: Swift (Manipulation)
Weight: 6 lbs.
This heavy pistol projects a Rust Ray doing 2d6+6 damage to metallic objects.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Rust Ray
Cost to Create: 1407 GP, 3 days, 115 XP
Piranha Gun
Price (Item Level): 188 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Conjuration
Activation: Swift (Manipulation)
Weight: 6 lbs.
This heavy pistol shoots Fiendish Pirhanas who have been modified to breath air.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Monster I
Cost to Create: 94 GP, 1 day,8 XP
Fiendish Pirhana
Tiny Magical Beast (Amphibious, Aquatic, Extraplanar)
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +6
Speed: 0 ft. (0 squares), Swim 40'
Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: Bite +2 melee (1d3-3)
Full Attack: Bite +2 melee (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Smite Good
Special Qualities: Low Light Vision, Scent, Dark Vision 60', Energy Resistance 5 (Cold and Fire), SR 5
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 12, Int 3, Wis 12, Cha 2
Skills: Hide +10, Listen +1, Spot +1, Swim +5
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Any Evil Plane
Organization: Solitary or Swarm (10-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Evil (usually Chaotic or Neutral)
Advancement: ---
Level Adjustment: ---
Remover
Price (Item Level): 12375 GP
Body Slot: - (Held)
Caster Level: 11th
Aura: Moderate; (DC:21) Abjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.
A Very odd weapon this heavy rifle fires the Ruby Ray of Reversal.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ruby Ray of Reversal
Cost to Create: 6188 GP, 12 days, 495 XP
Snooze Gun
Price (Item Level): 2813 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:18) Enchantment
Activation: Swift (Manipulation)
Weight: 2 lbs.
This gun shoots a ray that is a Ranged Touch Attack, and the target is affected as if by a Deep Slumber spell if it hits successfully. Range is the same as the normal spell.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Deep Slumber
Cost to Create: 1407 GP, 3 days, 115 XP
Spike Gun
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.
This gun fires iron spikes doing 1d8+6 damage.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Launch Spikes
Cost to Create: 563 GP, 1 day, 45 XP
Launch Spikes
Conjuration (Creation)
Level: 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400' plus 40' per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You summon and iron spike and fire it at an opponent as a Ranged Touch Attack, doing 1d8 plus 1 per level (max +10) in piercing damage.
Squid Gun
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Conjuration
Activation: Swift (Manipulation)
Weight: 12 lbs.
This gun favored by aquatic themed Meowcenaries fires squid. Rumor has it it was conceived by someone on serious nip.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Nature's Ally II
Cost to Create: 563 GP, 1 day, 45 XP
Red Dot
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Divination
Activation: Swift (Thought)
Weight: -
When attached to a Gun that requires a Ranged attack roll, and activated, this provides a Targeting Ray that gives a +2 Bonus to attack rolls (you still have to hit with the Targeting Ray to get the Bonus as usual).
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Targeting Ray
Cost to Create: 563 GP, 1 day, 45 XP
Taser
Price (Item Level): 1125 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:17) Enchantment
Activation: Swift (Manipulation)
Weight: 6 lbs.
This small gun projects a Sting Ray. The origin of the name is unknown. Really we swear.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Sting Ray
Cost to Create: 563 GP, 1 day, 45 XP
Thief-Killer
Price (Item Level): 938 GP
Body Slot: - (Held)
Caster Level: 6th
Aura: Faint; (DC:16) Evocation
Activation: Swift (Manipulation)
Weight: 2 lbs.
This pistol projects 3 Magic Missiles per shot.
Prerequisites: Craft Magic Arms and Armor, Craft Guns, Magic Missile
Cost to Create: 469 GP, 1 day, 38 XP