Needlestorm
Needlestorms were invented in the Far East, where they are weapons of choice for elite and epic assassins. A variation on the repeating blowgun, a needlestorm is a larger blowgun capable of firing dozens of darts simultaneously without risk for the user.
Ultimate Equipment Guide II
Author Greg Lynch, J. C. Alvarez
Publisher Mongoose Publishing
Publish date 2005
| 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 | - |
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.
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 1d41 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
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