These are closer to the kind of ray guns seen in He-Man & the Masters of the Universe, relying more on being elementally attuned and having special effects than on raw damage.
Use
Eiji's Heat Pistol, but with the following adjustments:
- damage is 1d6 regardless of size
- you can pick the elemental damage type: acid, cold, electricity, fire or sonic
- on a natural 1 for damage, some ray guns have an additional rider effect. These effects are all extraordinary and not affected by anti-magic fields, dispel magic, spell resistance and the like:
Acid: On natural 1 for damage, 1d4 acid damage next round
Cold: On natural 1 for damage, slow 1 round
Fire: Extra die for damage (2d6 total). On natural 1 on either damage die
Hotfoot effect
Electricity: On natural 1 for damage, half damage arcs off to one other viable target within 10ft (damage can't arc off a second time)
Sonic: No special effect
Ray Carbine: As above, but range 120ft, weight 8lb, two-handed, and base price 300gp