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Mountebank's PassageWeapon 15


UniqueConcussiveConjurationFatalD8
Source Pathfinder Guns & Gears
Damage 1d4 Piercing
Type Simple
Range 40 feet
Price 2,000 gp
Weight 1 bulk

This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Blythir College in Alkenstar, the mountebank's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies.


Activate One Action Interact

Requirements the mountebank's passage isn't loaded


Effect You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank's passage's black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.


Activate One Action Interact

Requirements the mountebank's passage isn't loaded


Effect You pull the onyx trigger. Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the mountebank's passage's white portal, if one exists on the same plane. Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Fatal

The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.