🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Petrification CannonWeapon 15


UncommonConcussiveDoubleBarrelFatalD10MagicalTransmutation
Source Pathfinder Guns & Gears
Damage 1d6 Piercing
Type Martial
Range 60 feet
Price 6,500 gp
Weight 1 bulk

Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket. A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone.


Activate One Action Interact (magical, transmutation)

Frequency once per hour


Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a DC 34 fortitude save against DC 34 with the effects of Flesh to Stone.


Craft Requirements The initial raw materials must include the body of a basilisk.

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.

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.

DoubleBarrel

This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the weapon damage die by one step. If the weapon has the fatal trait, this increases the fatal die by one step.

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.

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.

Transmutation

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