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Pistol of WonderWeapon 13


RareChaoticConcussiveEvocationFatalD8Magical
Source Pathfinder Guns & Gears
Damage 1d4 Piercing
Type Simple
Range 40 feet
Price 3,000 gp
Weight 1 bulk

This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects.

Activation Two Actions command, Interact


Effect Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet.

Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don't get a saving throw or any other defense against it. Once activated, the pistol can't be activated again for 1d4 hours.

d% Wondrous Effect
1-2 The pistol casts Phantom Steed (4th level) to produce a pale horse adjacent to you; only you can ride it.
3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month.
4-5 The pistol casts Dimensional Anchor.
6 Modify Memory (6th level) causes the target to forget you ever existed; you can't Sustain the Spell.
7-13 A short rod protrudes from the pistol and unfurls a small flag that reads "Bang!". The pistol can't be fired until the flag is removed, which requires a single Interact action.
14-16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage).
17-19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the othercreature takes the same amount of falling damage).
20 You don't need to eat or drink for 1 week.
21-25 The pistol casts Cloudkill.
26-30 The pistol casts Heroism on you.
31 The pistol casts Tree Shape on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can't Dismiss the spell for 1 round.
32 The pistol casts Mask of Terror, except the target appears as a more fearsome and violent version of itself to all observers.
33-35 The target knows you have a bullet with its name on it; the first time you Strike the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a fortune effect).
36-37 The pistol casts Cloak of Colors on you with a duration of 1d10 rounds.
38-47 The pistol casts Hydraulic Push (4th level) as water streams from the pistol.
48-50 The pistol casts Dimension Door on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn't clear, you instead teleport to the nearest open space.
51 The pistol casts Disintegrate.
52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel.
53-54 Shadows crowd around the target, making all creatures Concealed to the target while not in bright light; this effect lasts for 1 hour.
55-57 Normal vegetation within 30 feet of the target immediately dies and turns to ash.
58 The pistol casts Dinosaur Form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form.
59 All non-artifact ammunition in your possession crumbles to dust.
60-69 You are Quickened for 1 minute. You can use the extra action only to reload or fire the pistol.
70-71 The target is Quickened for 1 minute. It can use the extra action only to Step or Stride.
72-79 The pistol casts Phantasmal Killer.
80-81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic.
82-85 The pistol casts Outcast's Curse.
86 The pistol vanishes, reappearing among your possessions once it can be activated again.
87-91 The pistol casts Solid Fog, but with swirling dust and sand instead of fog.
92-96 The pistol casts Stoneskin on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target's attacks don't reduce the spell's duration.
97-99 The pistol casts Uncontrollable Dance with a duration of 3 rounds, even on a failure or critical failure.
100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect.

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.

Chaotic

Chaotic effects often manipulate energy from chaos-aligned Outer Planes and are anathema to lawful divine servants or divine servants of lawful deities. A creature with this trait is chaotic in alignment. An ability with this trait can be selected or used only by chaotic creatures.

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.

Evocation

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

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.