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Arboreal's RevengeWeapon 6


RareConcussiveCursedMagicalScatter10Transmutation
Source Pathfinder Guns & Gears
Damage 1d8 Piercing
Type Martial
Range 40 feet
Price 100 gp
Weight 2 bulk

This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a well-positioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes.

Arboreal's revenge is a haunted firearm constructed with wood hewn from a living arboreal, slaying the arboreal and trapping its spirit in the firearm. Perhaps a patient wielder could one day put the arboreal's spirit to rest, or at least come to terms with it, abating the drawbacks of the weapon while keeping its advantages.

When you first fire arboreal's revenge, the blunderbuss fuses with you, after which it's almost impossible to remove it from your possession with a Remove Curse or similar effect, like many cursed items. You gain weakness 5 to fire and the flat check for you to recover from persistent fire damage increases from 15 to 17, or from 10 to 12 if you receive appropriate help.

Whenever you wield arboreal's revenge, the arboreal spirit bound to the blunderbuss attempts to overtake you. The wood handgrip sprouts roots which grow around your hand, binding both of your hands to the firearm. You gain a +4 circumstance bonus to your Reflex DC when defending against checks to Disarm you. However, you can't Release your grip on the blunderbuss until you forcibly tear off the roots, though they do allow you to move your hands enough (and only enough) to reload and fire the blunderbuss. Tearing off the roots takes 1 minute.

The arboreal haunting the firearm can use the following two effects whenever it wants, often using them at random. You can coax it into performing them each intentionally once per day, with the following activations.


Activate Free Action command

Frequency once per day


Effect The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 fortitude saving throw. On a failure, they take a -10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they Escape (DC 20).

Effect: Arboreal's Revenge (Speed Penalty)


Activate Two Actions command, Interact

Frequency once per day


Effect You cast Barkskin from the blunderbuss as a 2nd- level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire.

Spell Effect: Barkskin (Arboreal's Revenge)

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Concussive

These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Scatter

This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.