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Blast Lance (Greater)Weapon 8


UncommonDeadlyD8EvocationFireJoustingD6MagicalReach
Source Pathfinder #180: The Smoking Gun
Damage 1d8 Piercing
Type Simple
Price 100 gp
Weight 2 bulk

This weapon is a long +1 striking Lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance.

Activate Free Action command

Trigger You strike a foe with the blast lance

Requirements The blast lance is loaded with a round


Effect You fire a blast of gunpowder through the weapon that deals 3d8 fire damage. The foe must attempt a DC 24 fortitude save.


Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams.

Success The target takes half the fire damage.

Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.

Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Deadly

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Jousting

The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.

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.

Reach

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.